Seeking player(s): super simple D&D or zombie apocalypse.

CarlyConners

Really Experienced
Joined
Jun 13, 2017
Posts
206
I have decided to make this a fantasy role play, not a zombie apocalypse one like previously posted.

This is inspired by Dungeons & Dragons, but if you are looking for a true D&D experience, this isn't the role play for you. I am mostly making this up off the top of my head, after having skimmed over some of the D&D online sites for guidance.

I am looking for one player to get started but would be more than willing to conduct other threads with other writers.

Players will need to play a warrior, an archer, a wizard, and a thief. I will provide one long term character at all times who will accompany your characters. This person -- a guide, a spy, a noble, a royal, a merchant, etc. -- is there to provide guidance, not save the day.

While you are welcome to write lengthy, descriptive posts, replies only need to be the actions of the characters. The average player can contemplate, write, and post a turn in under 10 minutes. Therefore, I am seeking a player who will post >20 posts a week.
 
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These are the characters you will need to complete the tasks with which you are presented:

Warrior:
  • Primary Ability: Strength
  • To Hit Roll (THR): 1d6+2.
  • Damage Roll (DR):
    • Sword: 1d6+2.
    • Dagger: (1d6/2)+2
  • Armor Class (AC): 4.
  • Hit Points (HPs): 20.
Archer:
  • Primary Ability: Dexterity
  • To Hit Roll (THR): 1d6+2
  • Damage Roll (DR):
    • Bow: 1d6+2
    • Dagger: 1d6/2
  • Armor Class (AC): 4
  • Hit Points (HPs): 14.
Thief:
  • Primary Ability: Stealth
  • To Hit Roll (THR): 1d6+2. (see further down)
  • Damage Roll (DR):
    • Sword: 1d6-2.
    • Dagger: 1d6/3
  • Armor Class (AC): 4.
  • Hit Points (HPs): 10.
  • More:
    • If Surprise exists for the Thief:
      • 1st Strike is always successful.
      • Damage is doubled.
      • If >8 HPs damage done, an additional indefensible attack is allowed ... and repeat as >8 HPs damage is done.
    • Except when surprised by an attacker, the Thief always has initiative.
Wizard:
  • Primary Ability: Intelligence
  • Magic Attack Roll (MAR): 1d6+2
  • Damage:
    • Magic: See spell.
    • Staff: 1d6/3
  • Armor Class (AC): 4.
  • Hit Points (HPs): 6.
 
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General notes:
  • Regarding D&D:
    • This is a very simple game with only the vaguest of connections to D&D.
    • I have some knowledge of D&D, but I was never a player.
    • I simply like the concept of trying a D&D-like game/RP online.
    • If you are looking for an authentic D&D experience, this isn't the place for you.
  • Regarding our goals:
    • The goal of the Game Master (GM) -- that's me, obviously -- is to present you with a fun, exciting, and sometimes dangerous adventure.
    • Concerning that last part -- danger -- the GM will typically present you with hints, odds, or outright warnings of dangers beyond your capabilities.
    • If you don't heed warnings of danger and get your character killed ... too bad, so sad.
    • Regarding your goals, you should be here to have fun. If you aren't, please let me know. I can't fix what I don't know is broken.
  • Concerning die rolls:
    • The GM performs die rolls using an app on her phone.
    • Very often -- perhaps even more often than not -- the GM will not tell you what the actual die rolls were. She will simply tell you what's what as a result of the rolls.
    • If you can't trust that the die rolls are legit, you shouldn't be here.
 
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Just so you all know, I am still working on this but it is not ready for a writer. Feel free to show your interest, but I won't be contacting anyone until I am ready to do this right!
 
About "The World":
  • Beasts of Burden:
    • There are none.
    • No cavalry horses, no plow oxen, no cart mules.
 
Concerning combat:

General notes:
  • Regarding Dungeons and Dragons (D&D):
    • Again, remember that this RP is only vaguely associated to D&D.
    • I am making a lot of this up off the top of my head after only a remedial reading of D&D sites online.
    • If you are looking for a true D&D experience, this isn't the place for you. Sorry.
  • Regarding terminology:
    • Regardless of whether you are attacking or are being attacked:
      • Your Player Character (PC) is always referred to as the Attacker.
      • The other party in the fight is always referred to as the Target.
      • This is intended to make the descriptions below easier.
    • A Melee Round is defined as an attacker and target engaging in one pair of strikes.
    • A fight is defined as all of the melee rounds that take place between an attacker and a target before one party or the other is killed, disabled, or subdued; or one of the parties flees the fight.

Basic order of events in a fight:
  1. Determine if surprise exists.
  2. Determine if initiative exists.
  3. Attacker strikes.
  4. Target strikes (if desired and possible).
  5. Either party withdraws (if desired).
  6. Melee round ends and next one begins with #2 above.

First melee round:
  1. Determine if surprise occurs:
    • Surprise can only occur if the target is unaware of the imminent attack.
    • Surprise is determined by a die roll or by the whim of the GM.
    • If surprise occurs:
      1. The attacker's To Hit Roll (THR) is not reduced by the target's Armor Class (AC).
      2. The Damage done is not reduced by the target's AC.
      3. And the target may not strike during this melee round.
      4. Keep in mind that some bonuses defend against surprise.
  2. Determine Initiative:
    • Initiative is defined as having the first strike in a melee round.
    • If surprise exists, the party doing the surprising has initiative. Skip this step.
    • Initiative is determined by a die roll or by the whim of the GM.
    • Some melee rounds will not include Initiative:
      1. The parties attack simultaneously or very nearly so.
      2. Initiative is moot.
      3. Both parties may suffer damage.
      4. Both parties may die!
  3. Attacker strikes:
    • Determine if the strike is successful:
      1. Roll attacker's To Hit Roll (THR).
      2. If THR is equal to or greater than the target's armor class (AC), the strike is successful.
      3. If not, skip to the target's return strike.
    • Determine damage:
      • If the THR was the max possible (aka a "critical roll"):
        1. Do not perform Damage Roll (DR).
        2. The max damage is automatic.
      • For any THR less than max, perform DR:
        • If target suffers all remaining hit points, the target is dead. Duh!
        • If target suffers half or more than half its remaining hit points, the target may not strike back during this melee round. Skip to the next melee round.
        • If target loses less than half of its hit points, the target may return strike.
  4. Target strikes (using same steps described above).

Subsequent Melee Rounds:
  1. Will the fight continue?
    • If you, the player, have specified a specific goal -- such as death to all targets or capture of some survivors, etc. -- the GM will conduct subsequent melee rounds toward that end, without further input from you.
    • If, however, the GM feels that the results of the last melee round might have been unexpected and/or she needs your input on what happens next, she will stop the fight and post the results.
    • The idea here, of course, is that you have some control over the outcome of a fight while at the same time allowing the GM to move the story ahead without very single swing of a sword having to wait for replies to be posted.
  2. Surprise cannot exists in subsequent melee rounds.
  3. Determine Initiative:
    • More often than not, the party who suffered the least amount of damage in the previous melee round has initiative in the next melee round.
    • If no damage was suffered by either party or other factors are present, initiative is determined by a die roll or by the whim of the GM.
  4. This melee round is conducted as was the previous one.

The fight ends:
  • The GM will generally ask you for your goal in a fight: kill, subdue, run off, etc.
  • If ever I take a fight too far, feel free to say something.
  • If you are vague, I will go with my skinny little gut.
 
I would love to do this. I used to play dungeons and dragons, but it could sometimes be too complicated. I love how you have simplified it.

Please ignore my virgin status. I have role played before on other sites. But each had an issue I didn't like, so I'm here now.
 
I would love to do this. I used to play dungeons and dragons, but it could sometimes be too complicated. I love how you have simplified it.

Please ignore my virgin status. I have role played before on other sites. But each had an issue I didn't like, so I'm here now.

Sure, why not. No one else seems to be interested. That's sound bad, sorry. What I mean is yes, I am willing to take a chance on someone without a history on Literotica. After all, my post count isn't that high either, right? :)

I will send you a PM in a moment with instructions on how we get started. Welcome!!
 
Warrior/Rogue (Raider): Karl (image)
  • Primary Ability: Strength
  • To Hit Roll (THR): 1d6+2.
  • Damage Roll (DR):
    • Sword: 1d6+2.
    • Dagger: (1d6/2)+2
  • Armor Class (AC): 4.
  • Hit Points (HPs): 20.
  • Background:
    • His father, an Earl, was stripped of his titles and lands by the king for refusing to provide troops for a war he didn't support.
    • Now both homeless and wanted, Karl became a Rogue.
    • He began raiding the King's caravans and villages.
    • He was captured and sentenced to death.
    • He was awaiting execution when our story began.
Archer: Sting (image)
  • Primary Ability: Dexterity
  • To Hit Roll (THR): 1d6+2
  • Damage Roll (DR):
    • Bow: 1d6+2
    • Dagger: 1d6/2
  • Armor Class (AC): 4
  • Hit Points (HPs): 14.
  • Background:
    • From a tiny village deep in the North Woods.
    • Learned archery as a child.
    • Desperate times led to him hunting game (aka poaching) on the King's lands.
    • He was caught but not before killing a pair of the King's Guardsmen.
    • He was sentenced and jailed.
    • He was awaiting execution when our story began.
Thief/Assassin: Shanna (image)
  • Primary Ability: Stealth
  • To Hit Roll (THR): 1d6+2. (see further down)
  • Damage Roll (DR):
    • Sword: 1d6-2.
    • Dagger: 1d6/3
  • Armor Class (AC): 4.
  • Hit Points (HPs): 10.
  • More:
    • If Surprise exists for the Thief:
      • 1st Strike is always successful.
      • Damage is doubled.
      • If >8 HPs damage done, an additional indefensible attack is allowed ... and repeat as >8 HPs damage is done.
    • Except when surprised by an attacker, the Thief always has initiative.
  • Background:
    • Orphaned at just 5 years old.
    • Became a street urchin, beggar, thief, and pick pocket.
    • At 10, she killed a man who attempted to rape her.
    • She's killed more than 50 people. Most deserved it; a few not so much.
    • Her skills expanded to spying and assassination.
    • She was caught spying on the King and was sentenced to execution.
    • She was awaiting execution when our story began.
Wizard: Maura (image)
  • Primary Ability: Intelligence
  • Magic Attack Roll (MAR): 1d6+2
  • Damage:
    • Magic: See spell.
    • Staff: 1d6/3
  • Armor Class (AC): 4.
  • Hit Points (HPs): 6.
  • Background:
    • Her mother was the chamber maid to the Queen.
    • Despite being just a servant's child, she was befriended by the Princess, and educated side by side with her.
    • Barely into her teens, she realized she had magical powers.
    • After a falling out with her Princess friend -- over a boy, of course -- she was accused of using black magic.
    • She was sentenced to burn at the stake.
    • She was awaiting execution when our story began.
 
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