Wild Card System & Grammar Bonus
Dec 30, 2015 15:31:06 GMT -6
Post by Txepster on Dec 30, 2015 15:31:06 GMT -6
DETERMINED TO CHANGE: DEPENDS HOW WELL IT WORKS
Wild Card System:
(WCs)
☼ Wild Card chances are based on age of character.
☼ The dice roll is set between 1 to 100 and/or percentage out of a 100 for success.
(ex: Joe has a 25% chance to win his Wild Card, if he rolls from 1-25 he wins, 26-100 he looses)
☼ Age range determines success rate of Wild Card: They are as follows
~Youth(2-3yrs) = 20/100 = 20% success rate
~Prime(4-16yrs) = 40/100 = 40% success rate
~Elder(17yrs+) = 30/100 = 30% success rate
☼ It is each player's duty to make sure they get the correct age range for WCs they roll. If/when it is noticed warninsg will be given, all WCs rolled under wrong Age Range WILL be instant looses and opposing member wins the entire situation(steal/challenge/mare claim etc.)
☼ Win/Loose ratios are what WDs are used for. (2/3 means must win 2 out of 3 WCs rolled to win overall)
☼ Wild Cards are used for Steals, Challenges, Mare Claims, Land Jumping, Breeding/Foaling and Mother Nature events.(Possibly more things as the site grows)
☼ In the events that the WC dictates the success of a character's actions, it must be role-played out according to whether the WC was successful or not. (ex: if you loose your WC roll then you can not say FancyPants successfully cuts WiggyMare from JoeStallion's band.)
☼ Wild Cards are setup to where you are trying to win the Wild Card itself.
You win your WC they loose, they win their WC you loose.
Wild Card Example:
delicate rules by Delusional
(WCs)
☼
☼ A random dice roll ratio system to give an element of chance and randomness to simulate unknown chance events of mother nature and wild situations.☼ Wild Card chances are based on age of character.
☼ The dice roll is set between 1 to 100 and/or percentage out of a 100 for success.
(ex: Joe has a 25% chance to win his Wild Card, if he rolls from 1-25 he wins, 26-100 he looses)
☼ Age range determines success rate of Wild Card: They are as follows
~Youth(2-3yrs) = 20/100 = 20% success rate
~Prime(4-16yrs) = 40/100 = 40% success rate
~Elder(17yrs+) = 30/100 = 30% success rate
☼ It is each player's duty to make sure they get the correct age range for WCs they roll. If/when it is noticed warninsg will be given, all WCs rolled under wrong Age Range WILL be instant looses and opposing member wins the entire situation(steal/challenge/mare claim etc.)
☼ Win/Loose ratios are what WDs are used for. (2/3 means must win 2 out of 3 WCs rolled to win overall)
☼ Wild Cards are used for Steals, Challenges, Mare Claims, Land Jumping, Breeding/Foaling and Mother Nature events.(Possibly more things as the site grows)
☼ In the events that the WC dictates the success of a character's actions, it must be role-played out according to whether the WC was successful or not. (ex: if you loose your WC roll then you can not say FancyPants successfully cuts WiggyMare from JoeStallion's band.)
☼ Wild Cards are setup to where you are trying to win the Wild Card itself.
You win your WC they loose, they win their WC you loose.
Wild Card Example:
2/3 wins to win.
Bobby (Youth-20%)
Rolls = 014KFZse - Bobby looses WC
Mikey (Elder-30%)
Rolls = - Mikey looses WC
Bobby
Rolls = - Bobby looses WC
Winner is Mikey. Bobby's losses are wins for Mikey, so over all Mikey has 2 wins out of 3 WCs. While Bobby had 1 WC win(mikey's loss).
Bobby (Youth-20%)
Rolls = 014KFZse - Bobby looses WC
Mikey (Elder-30%)
Rolls = - Mikey looses WC
Bobby
Rolls = - Bobby looses WC
Winner is Mikey. Bobby's losses are wins for Mikey, so over all Mikey has 2 wins out of 3 WCs. While Bobby had 1 WC win(mikey's loss).
☼