!roll command

#3
(07-23-2022, 12:01 AM)Lexa Wrote: Firstly, roll can be used in a constructive way, or it can trivialize roleplay. We used it on Halo for a time, but staff had to instructed not to use it. We had a few issues, firstly, it's easy for a failed roll to be turned into a stupid outcome (take for example, failing to knock out a prisoner without a gun, so as a result, the prisoner is up and shooting with a new spawned gun) - this issue isn't an issue if the GMs are good and/or the staff manager keeps an eye on things. The other issue is more insidious, it is that someone could roleplay a lot, or roleplay a little, then be told to roll, and have a 50/50 regardless of the thought put into roleplay. It makes useless the thought and care put into solving a problem. A solution here is again good GMs and management, and more technically, something like a difficulty class from tabletop games like d&d, where a success isn't 51+, it is set to be higher or lower depending on the difficulty of the task, and the roleplay of the player.

Rolling can be done wrong. If rolling is added, that should be kept in mind

Next, I did make a change to the roll command to try and prevent cheating on Halo, so I do probably have that code if needed. The addon on the workshop formatted it as 'Lexa has rolled a 30.' which makes it easy to /me, the changed version formatted it as 'Lexa has rolled a: 56.', in addition, if a staff member (as defined by a ULX permission) was too far away to see the text, they would see '[Roll] Lexa has rolled a: 56.'. This was especially needed for Halo, where a significant amount of roleplay is predicated on staff involvement, but on GoM, local chat might be enough (maybe always with the red [Roll] to prevent atlas chat fuckery). A caveat is that I had to change half a dozen DarkRP functions to add the third colour whilst keeping the code similar to the style of the surrounding code, so I'd need to cut around my work to be sure I have everything.

If it's helpful, and the /roll on the workshop is the only formatting out there (the /me exploitable kind), I do have code to halp

I agree that rolls can be an issue if used all the time, but the reason I'm actually suggesting it is more so not for general RP situations but rather GM events that could use it, or decision making if you can't make up your mind, or dice games.

Rolls when used right, in this case lets say a GM is requesting a roll for you to persuade/deceive the NPC or character they are playing and ask for a d20, a simple pass/fail ratio is their decision based off the difficulty and entirely fine. But having everything tied to rolls in the event is a bad idea. I feel its GM discretion with the player as you said, and poor actions should be treated with disadvantage vs well thought out things having advantage, and so forth. I can discuss this in more detail when its not 2am btw, I've got a whole doc I teach people with outside gmod that I can convert to usage for a simple system.
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Messages In This Thread
!roll command - by Alex Casey - 07-17-2022, 09:06 PM
RE: !roll command - by Lexa - 07-23-2022, 12:01 AM
RE: !roll command - by Alex Casey - 07-23-2022, 01:49 AM
RE: !roll command - by Chaos Knight - 08-12-2022, 08:43 PM

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