Hey everyone! Here's an RTD that I was told had some balance issues, I'd like some help getting this a bit better...
For those uninformed: [spoiler=rules]The GM posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.
The action results are defined by a six-sided die roll (a d6):
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshoot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
If at any time something threatens a player, that player may make a roll to avoid the threat.
By using a skill repeatedly, you will become more experienced, leading up to a +3 to the roll and a title of 'Legendary X' where X is what the character is legendary in. This means no epic fails, but there are more overshoots.
Now here's where things start to get different:
First Overshoot
[1]: Critically Epic Failure: You think you had it tough with the Epic Fail? Think again. This will induce a -1 penalty on everyone for the next turn.
[2]: Epic Failure
[3]: Failure
[4]: Meager Success
[5]: Success
[6]: Epic Success
[7]: Critically Epic Success: Even better than an Epic Success, everybody gets a +1 bonus to their roll for the next turn.
[8]: Overshoot: Turns it into a d10
Second Overshoot
[1] Astrologically Epic Failure: What happens depends on the situation. Everybody gets a -2 to their rolls for the next two turns.
[2] Critically Epic Failure
[3] Epic Failure
[4] Failure
[5] Meager Success
[6] Success
[7] Epic Success
[8] Critically Epic Success
[9] Astrologically Epic Success: What happens depends on the situation. If you wish, you may change a rule of the game as long as it's not too drastic. Everybody gets a +2 to their rolls for the next two turns.
[10] Overshoot: Turns it into a d12.
Third Overshoot
[1]: The End: Your character dies, never to return. Everyone else gets a -1 to their rolls for the rest of the game, or until this effect is negated.
[2]: Astrologically Epic Failure
[3]: Critically Epic Failure
[4]: Epic Failure
[5]: Failure
[6]: Meager success
[7]: Success
[8]: Epic Success
[9]: Critically Epic Success
[10]: Astrologically Epic Success
[11]: The Beginning: Your character is born anew. Everybody gets a +1 to their rolls for the rest of the game, or until this effect is negated.
[12]: Overshoot: Turns it into a d20
Fourth Overshoot
[1]: The End of All: Everything dies. Game ends. Too bad!
[2]: Death: Everybody (NPC's included) dies. You can still make new characters to travel through the post-apocalyptic wasteland though.
[3]: The Final Countdown: You have one in-game month to prevent Death. Have fun!
[4]: The End of the Many: As The End, except it happens to every PC.
[5]: The End
[6]: Astrologically Epic Failure
[7]: Critically Epic Failure
[8]: Epic Failure
[9]: Failure
[10]: Meager success
[11]: Success
[12]: Epic Success
[13]: Critically Epic Success
[14]: Astrologically Epic Success
[15]: The Beginning
[16]: A New Beginning: As The Beginning, except it happens to every PC.
[17]: The Journey: You embark upon a spiritual journey to receive Enlightenment. While on this journey you may not ascend to godhood until the journey is completed.
[18]: Enlightenment: You ascend to godhood.
[19]: Incorruptible Spirit of the Enlightened: Every PC ascends to godhood. Riotous shenanigans ensue.
[20]: Overshoot: Turns it into a d100
Final Overshoot
[1-100]: Chaos.
Other important things:
This is the world of Ouroboro, made up of three large continents and two small landmasses, each ruled by a single species. There are five different species, Humans, Elves, Dwarfs, Naiads and Kitsunes each one tending to keep to themselves. Once, long ago a war was fought between the five species that threatened the destruction of Ouroboro, however an uneasy peace has been forged between the five species though at any moment the war could begin anew.
Ho-on: God of earth and of humans
Aerdrie: God of air and of Elves
Moradin: God of Fire and of Dwarfs
Lerna: God of water and of Naiads
Inari: God of Magic and of Kitsunes
Humans: Ruled by king Tullus Hostilius, the humans live on the continent of Terros. Everyone knows what a human looks like. Racial bonuses: Unlike other species, Humans get to chose what profession they have, getting + 2 to all rolls in that profession. Humans are well-liked so suffer no penalty for diplomacy with other races.
Elves: Ruled by Queen Eruthiawen, The Elves live on the forest-filled continent of Aeroth. Slightly taller and thinner than humans with pointed ears and slightly pale complexion. Racial bonuses: Elves are renowned for being silent and agile all stealth and agility based rolls get +2. Elves do not like dwarves, so suffer a -3 penalty to all diplomacy with dwarves.
Dwarves: Ruled by King Durin, The Dwarves live on the mountainous continent of Incendia. Much shorter and stockier than humans with heavily bearded males and a slightly darker complexion. Racial bonuses: Dwarves are known for their prowess in battle and skill in making weapons, All smithing and Melee combat rolls get +2. Dwarves think that elves are rather prissy, so they suffer a -3 penalty to all diplomacy with Elves.
Naiads: Presided over by Mother Nomia, The Naiads live on the waterlogged landmass of Aquos. About the same height as humans, Naiads are known for their long flowing green hair and pale blue complexions. Naiads are infamous for being able to flow through the battle with grace and poise, All dodging and unarmed combat rolls get +2. Naiads Are rather stuck-up, so suffer a -1 to all diplomacy with other races, excluding humans.
Kitsunes: Taught by the wise grand-master Kuzunoha, The Kitsunes live on the floating landmass of Kotodama. Kitsunes tend to have two different shapes that they appear as, a human with two fox tails, fox ears and fox paws and a large fox with nine tails. The second shape only older, more experienced kitsunes can take. Kitsunes are known for their skill in magic, Choose a class of magic to gain a +4 to all rolls in that school, all other schools of magic have no penalty. Kitsunes are friendly to all creatures, so gain a +1 to all diplomacy with other races, excluding humans.
Should a character want to be a mage, They must choose one of these schools to study, in this school they gain +3, however in all other schools of magic they suffer a penalty of -2.
Black magic: The study of damaging and harming opponents.
White magic: The study of healing and resurrection.
Red magic: The study of illusions and mirages.
Blue magic: The study of alterations and enchantments.
Death magic: The study of undeath and the creation of undead. (Death mages can also resurrect a dead ally, however a botched roll will make them undead.)
At one time, the gods coexisted peacefully, each keeping to themselves and allowing alterations to what they wanted. However, greed pushed these gods to war with one-another forcing their subjects to fight on their behalf. To aid themselves on the mortal plane, they created avatars in their image to do their bidding, at the apex of the war shortly after the creation of these avatars, a rift formed in the fabric of reality. In order to seal this rift, the gods left the mortal plane, leaving the avatars on a hidden landmass. Using their combined powers, they where able to seal the rift, however the effort of preforming this task left them unable to return to the mortal plane, and were unable to obtain more due to not being on the mortal plane. Using the last of their powers, the gods activated their avatars to free them from their prison, however they found that in the time that they had been gone, they had developed personality and wills of their own. For some unknown reason, a sixth was there....
Quality Symbol | Quality | Value
__________________________________________
xXItem NameXx | Threadbare | x0 (Worth Nothing)
XItem NameX | Very Worn | x0.5
xItem Namex | Worn | x0.8
Item Name | None | ×1
-Item Name- | Well-crafted | ×2
+Item Name+ | Finely-crafted | ×3
*Item Name* | Superior | ×4
≡Item Name≡ | Exceptional | ×5
☼Item Name☼ | Masterful | ×12
Unique Name | Artifact | ×120
Magical Items will have special qualities. I'll add effects here as you encounter them.
I'll add more things as I think of them.
Personal rules: A d6 decides your species and your species decides which god you are aligned with. There are three goals in this game, The party goal is to free the gods from their prison, The personal goal is what the god originally created you to do, I'll give this to you in a PM, The private goal is for you to choose, it can be anything from rule a kingdom or start a bakery. In order to "win" all three goals must be completed. The sixth avatar is known as the Chaos avatar, and is chosen randomly, I will explain this to whoever lands this character. Being as you are created by gods, you can be as crazy as you personally wish, but don't be surprised if your team-mates don't want to revive you. Max players is 6, this can't increase, sorry. If you roll a [6] and have any positive multipliers, they are applied to the next non-overshoot roll. Penalties are subtracted last. Example: +4, -3 [2+4=6] [8] [8-4=4] final result: failure.
To Enter: A character name.[/spoiler]