Tagged: Rule changes needed
Having role played in CD for a number of years on one character or another, and having role played in many different sims throughout SL, I would really like to see some changes to combat. I know CD is old school, but I still think there are tweaks that would make combat between groups, especially gangs more enjoyable for everyone.
1) Most role play sims incorporate the rules that once combat has begun and each present combatant has posted, no other combatant may join unless agreed upon by each of the original combatants. Why is this important? Because suddenly bringing additional people into a combat scene is 1) not really fair play 2) frustrating to the extreme for people who've worked hard to initiate a particular combat 3) Extends the role play scene sometimes for hours and people get worn out and sometimes just leave, often from boredom 4) Prevents white knighting which we have all seen can completely destroy a scene 5) Reduces gang activity because who wants to find themselves in such a situation where suddenly you go from five people in a scene to 10 or 15? I could continue on with reasons, but I think you see the point. Also there can be exceptions to this rule in the case that police or 911 emergency crews are called.
2) TPing in the middle of a scene. I see this happening commonly. Or people TPing close enough that they can then post in with the very metagamy "I received a text" excuse. As of right now, there is no rule against doing this in CD. A person can simply TP in and then wait one round of posts and jump right in! In most sims, this will get you an outright ban.
3) Playing fair. I know people love their free form. But it's antiquated. Also with the current climate, there's no way with free form for people who role play characters who have extensive military or police training to actually have an advantage over a little 5' 2" blond barista. But the use of dice where people who have specialized training can be allowed +1 to +3 on roles to reflect their training is reasonable. Likewise, people who are the said 5' 2" blond barista can opt to have a -1 to -3 on their roles, especially if they like to play victim. Plus or minuses can be dictated by the TAG you wear. So for example: If you're wearing the Innocent tag you receive a -2 to your roll. If you're wearing the Targeted tag you take a -3 to your roll. If you're a criminal you may receive a +1 to your roll. If you're wearing the Heartless tag maybe you receive a +3. THESE ARE JUST EXAMPLES for ideas to make role play more fun AND FAIR, which currently is sorely lacking in Crack Den combat.
The counter argument for most people who've not really used dice extensively is: "Even with pluses added sometimes the little blond barista still wins!" And yes, while this still can happen, it's much less likely. And sometimes, even in real life, people do get lucky and escape.
The other argument: "I don't like dice determining the damage I have to take!" It doesn't have to. In free form dice use, the dice only indicates a hit or miss. It's still up to the author to determine where and how the hit was received and how much damage one ultimately receives.
The other argument: "I don't want to have to use dice all the damn time!" Wonderful. You don't have to. We all have people who we know in role play exceptionally well and we trust them to have an outcome that will don't mind receiving. And in those cases, DITCH THE DICE, with the agreement of who you're role playing with.
The above are examples and suggestions, but I think it's important to at least consider to bring some stability to the combat situation and gang interactions within the sim. I know people, especially those who've role played a long time, to get set in their ways. But there is are better and more fair methods out there. I would like to see CD incorporate some of them.
The topic ‘RULES FOR ENGAGEMENT COMBAT’ is closed to new replies.