Hello! Bringing back an oldie from the OG forums. This is a remake/sequel? (idk?) of the CIRBTGM RTD that @Alolan Floatzel started in 2016, which I think in itself was a sequel to another RTD... which I sadly believe has been lost to time (unless somebody doesn't mind digging through the depths of Tapatalk to find it, which I don't think is what most people would want to do.) I'm going to copy Floatzel's Rules from the OG for the most part, with a few subtle changes from myself, but first, a quote!
To start us off with ease, I will be the GM for the first round.
Scenario:
You're sitting in your shared living room, you have just finished watching the greatest film ever conceived, Star Wars Episode III: Revenge of the Sith, directed by George Lucas. Your fridge is empty and the streets are busy. You feel a little hungry, and you've got about 10 bucks shared across the lot of you.
What do you do?
Now for the basic rules.Alolan Floatzel said:Do you like playing Roll To Dodge?
Do you also like personally determining other people's fates by random chance?
Are you tired of Roll To Dodge threads in this forum always dying out because of lack of commitment by the GM?
Well, I have got just the solution for you!
I understand that being a GM for a Roll To Dodge game is quite an undertaking, and it is difficult to keep it up for an extended period of time. This thread looks to remedy that problem! That's right - in this game of Roll To Dodge, ANYONE who is ANYONE can be the GM!
This version of RtD has been played once before in the past on this forum. If you'd like to look at it, please feel free to check it out here.
The way this works is simple: all the standard RtD rules apply, with one key difference: The GM changes every single round. As such, you are not allowed to GM two rounds in a row. If you wish to GM a round, all you have to do is call dibs in the thread; however, priority will be given to players who have never GMed a round before. Once you call dibs on a round, you have three days to post all rolls, results, and stats. If you do not resolve the round in three days, the position of GM will be handed over to another person and you will have effectively wasted your turn. If you like, you may set up events or challenges for players or the GM in the next round, within reason.
Welcome to the RPG where you play as yourself! You may attempt to complete any action you like, but whether or not you succeed is determined by the roll of a six-sided die.
Summary of roll results:
1 - Critical Failure - You dun messed up bro! Unfortunately for you, the opposite of what you intended to occur occurs, usually in a way that is detrimental to you. So, don't you dare try to use your debuffs to try to "not adopt a thousand dogs", because I'll definitely make it so that those thousand dogs are actually a thousand angry wolves instead. Rolling a 1 results in a -1 debuff to your next roll.
2 - Failure - Whatever you were doing, you fail. Nothing happens.
3 - Marginal Success - You succeed at whatever you were trying to do, but in a less than satisfactory or subpar fashion.
4 - Success - You succeed in completing your action. Consider it a B+.
5 - Excellent Success - You complete your action perfectly, and get a +1 buff to your next roll.
6 - Overshot - You complete your action a little too perfectly, and wind up suffering the consequences of something gone terribly right! This results in a -1 debuff to your next roll.
Now, as an example, let's pretend to make some scrambled eggs.
1 - All of your eggs hatch and grow into rabid chickens. You now have a flock of rabid chickens chasing after you.
2 - You open the carton, but all of the eggs spill onto the floor.
3 - You burn the eggs in the pan, but they're still edible! Kind of.
4 - You successfully make your scrambled eggs. Enjoy your breakfast.
5 - You cook and season your eggs perfectly. Eating them makes you feel refreshed and ready to start your day.
6 - You finish your egg masterpiece, it glows in great splendor and glory. Suddenly you feel a drip on your head, followed by lots of drips! It seems your delicious meal has attracted some very hungry racoons, and they don't look like they want to share.
Finally, if a hostile action is attempted against another object or player, they must Roll To Dodge!
For this we will be using a slightly more advanced combat system, which I believe makes combat a little more interesting.
Essentially, you roll for both combatants like so.
[2 for Offense/5 for Defense]
This allows for, in my own personal opinion, more comprehensible combat.
Combat that would result in a Tie would look like this:
[3 for Offense/3 for Defense]
With the Offense and Defense sharing the same number, they would block the attack, preventing damage on both sides.
Combat that would result in slight damage to either player would look like this:
[2 for Offense/4 for Defense] or [6 for Offense/5 for Defense]
Any attack that is within 2 numbers of either the offense or defense will result in slight damage to the respective player.
Meanwhile a Critical hit would look like this
[3 for Offense/6 for Defense] or [4 for Offense/1 for Defense]
Any attack that has a difference of 3 or higher will result in a critical hit, which more than likely equates to instant death.
Summary of roll results:
1 - Critical Failure - You dun messed up bro! Unfortunately for you, the opposite of what you intended to occur occurs, usually in a way that is detrimental to you. So, don't you dare try to use your debuffs to try to "not adopt a thousand dogs", because I'll definitely make it so that those thousand dogs are actually a thousand angry wolves instead. Rolling a 1 results in a -1 debuff to your next roll.
2 - Failure - Whatever you were doing, you fail. Nothing happens.
3 - Marginal Success - You succeed at whatever you were trying to do, but in a less than satisfactory or subpar fashion.
4 - Success - You succeed in completing your action. Consider it a B+.
5 - Excellent Success - You complete your action perfectly, and get a +1 buff to your next roll.
6 - Overshot - You complete your action a little too perfectly, and wind up suffering the consequences of something gone terribly right! This results in a -1 debuff to your next roll.
Now, as an example, let's pretend to make some scrambled eggs.
1 - All of your eggs hatch and grow into rabid chickens. You now have a flock of rabid chickens chasing after you.
2 - You open the carton, but all of the eggs spill onto the floor.
3 - You burn the eggs in the pan, but they're still edible! Kind of.
4 - You successfully make your scrambled eggs. Enjoy your breakfast.
5 - You cook and season your eggs perfectly. Eating them makes you feel refreshed and ready to start your day.
6 - You finish your egg masterpiece, it glows in great splendor and glory. Suddenly you feel a drip on your head, followed by lots of drips! It seems your delicious meal has attracted some very hungry racoons, and they don't look like they want to share.
Finally, if a hostile action is attempted against another object or player, they must Roll To Dodge!
For this we will be using a slightly more advanced combat system, which I believe makes combat a little more interesting.
Essentially, you roll for both combatants like so.
[2 for Offense/5 for Defense]
This allows for, in my own personal opinion, more comprehensible combat.
Combat that would result in a Tie would look like this:
[3 for Offense/3 for Defense]
With the Offense and Defense sharing the same number, they would block the attack, preventing damage on both sides.
Combat that would result in slight damage to either player would look like this:
[2 for Offense/4 for Defense] or [6 for Offense/5 for Defense]
Any attack that is within 2 numbers of either the offense or defense will result in slight damage to the respective player.
Meanwhile a Critical hit would look like this
[3 for Offense/6 for Defense] or [4 for Offense/1 for Defense]
Any attack that has a difference of 3 or higher will result in a critical hit, which more than likely equates to instant death.
1. You may direct 4th wall breaking actions at the game, the rules, the thread, or the GM, but performing those actions will only be successful if you roll a 7 (aka rolling a 5 then a 6).
2. Actions attempting to tamper with the die are prohibited.
3. No directing actions specifically at everyone posting after you. In the words of The Hero Hartmut (the OG), "You may attempt an action at the next person, or specific people, or everyone, but allowing people to target everyone after them encourages ninja posting. And that's no good."
4. Actions are rolled for in the order that they are posted, unless the GM in the round previous has said otherwise.
5. Players can only act for themselves. No making actions for other players or other entities.
2. Actions attempting to tamper with the die are prohibited.
3. No directing actions specifically at everyone posting after you. In the words of The Hero Hartmut (the OG), "You may attempt an action at the next person, or specific people, or everyone, but allowing people to target everyone after them encourages ninja posting. And that's no good."
4. Actions are rolled for in the order that they are posted, unless the GM in the round previous has said otherwise.
5. Players can only act for themselves. No making actions for other players or other entities.
1. Players wishing to GM must call dibs in thread. No player may GM two rounds in a row.
2. If a player who has never GMed before calls dibs, they receive priority.
3. GMs may create events and restrictions for players and future GMs if they so wish.
4. Rounds must be resolved within three days (72 hours) of the GM calling dibs, or else the role of GM will be passed to another player. If the GM has a reason for posting results a little bit late, they must notify everyone inthread first.
5. Remember to update with status! This includes, but is not limited to, any buffs, debuffs, injuries, and whether or not a player is dead.
2. If a player who has never GMed before calls dibs, they receive priority.
3. GMs may create events and restrictions for players and future GMs if they so wish.
4. Rounds must be resolved within three days (72 hours) of the GM calling dibs, or else the role of GM will be passed to another player. If the GM has a reason for posting results a little bit late, they must notify everyone inthread first.
5. Remember to update with status! This includes, but is not limited to, any buffs, debuffs, injuries, and whether or not a player is dead.
To start us off with ease, I will be the GM for the first round.
Scenario:
You're sitting in your shared living room, you have just finished watching the greatest film ever conceived, Star Wars Episode III: Revenge of the Sith, directed by George Lucas. Your fridge is empty and the streets are busy. You feel a little hungry, and you've got about 10 bucks shared across the lot of you.
What do you do?
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