Myreque Roleplay Guide
Game Masters
:
With these new rules, someone has to keep track of them. This necessitates the Game Master, a player who runs a certain scenario for everyone. They can be playing in it themselves, or simply spectating and guiding the story. The Game Master is usually the one who Flips (detailed below) and determines if an action succeeds or fails with impartiality.
Flipping
:
The biggest change from conventional roleplay is that now a flip of the Coin of Balance is required for determining the degree of an action's success or failure.
Attack: 1 (Critical Failure, like shooting yourself in the foot or dropping your weapon.)
Constitution: 2
Mining: 3
Strength: 4
Agility: 5
Smithing: 6
Defense: 7
Herblore: 8
Fishing: 9
Ranged: 10
Thieving: 11
Cooking: 12
Prayer: 13
Crafting: 14
Firemaking: 15
Magic: 16
Fletching: 17
Woodcutting: 18
Runecrafting: 19
Slayer: 20 (Critical Success, like shooting a fly out of the air with an arrow.)
Farming, Construction, Hunter, Summoning, Dungeoneering, Divination, Invention: Reflip
Difficulty Class
:
Alongside the new flip system, a Difficulty Class (or DC) system will be in place. This is a way of setting the bar for completing a task. Generally, DC's are done in increments of five:
DC: 1 - Extremely easy. Most of the time, you don't even flip for these. An example is opening an unlocked door outside of combat.
DC: 5 - An easy task, like hopping a low wall.
DC: 10 - A normal task, like hitting an unarmored man.
DC: 15 - A hard task, like picking a secure lock under pressure.
DC: 20 - An extremely hard task, like shooting an arrow through a butterfly net... at over 100 yards.
Can't earn Slayer xp anymore.
27-Nov-2014 00:19:53 - Last edited on 29-Feb-2016 07:06:09 by Rologarth