An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

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Roll To Dodge Vietnam - Squad Creation Thread (Games : C&C: Red Alert 3 : Mods : Red Alert 3 Paradox : Forum : Forum Games : Roll To Dodge Vietnam - Squad Creation Thread) Locked
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open_sketchbook
open_sketchbook Your Lord and Master
Mar 27 2011 Anchor

Alright guys, before we start the game proper, we'll need a squad. If you want to play, sign up here. Once we have a full squad, we'll work out who gets what role and what equiptment or skills; less arguing either way that way. Do remember you will probably be a regular rifleguy, and not to get too attached to your characters; attrition is high in A-Teams.

For an idea what you'd be getting into, the rules are as followed (copypasta'd from another site)

The GM (Game Master) 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:
[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]: Overshot: 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.

For each action, any number of rolls may be made, as determined by the GM.
Primary causes for multiple rolls include, but are not limited to:

* Actions explicitly composed of multiple actions
* Actions that imply other actions that are not declared free

For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.

Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.

If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to dodge Death at the end of every turn. Only bad rolls here will provide penalties to survival rolls.

You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.

When you shuffle off the mortal coil, you're out of the game until the players get reinforcements or return to base. You can then create a new character here, and drop them in when next required. After the original squad is set, new players will join the game in a similar fashion, as FNGs.

Mar 27 2011 Anchor

Okay, this looks like a barrel full of monkeys worth of fun, so sign me up.

--

Mar 27 2011 Anchor

How serious or non-serious should I be?

"He believed in the cause of stopping the spread of Soviet Tyranny, and joined as soon as he was old enough."

or

"Some hippy who got drafted and was too stupid to dodge the draft. Been smoking so long he doesn't have many brain cells left, and will make hilariously poor decisions in the field."

Edited by: Galgus

open_sketchbook
open_sketchbook Your Lord and Master
Mar 27 2011 Anchor

Both are equally valid; the game will be as serious or silly as you make it.

gregester
gregester 4D61707065 722026 20436F646572
Mar 27 2011 Anchor

I guess that I'm drafted then?

--

There is a fifth dimension, beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call The Twilight Zone

Mar 27 2011 Anchor

Eh, to start I might make a silly hippy character who does stupid risky things, and hope for blind luck.

More interesting to write for, with less character attachment.

Protroid
Protroid Head of the Paradox Closed Beta Team
Mar 28 2011 Anchor

Can I watch a round then join?

--

Quick its 2am! Do you know where your base is?

Mar 28 2011 Anchor

Hmm. Why not?

Mar 28 2011 Anchor

I'll play

open_sketchbook
open_sketchbook Your Lord and Master
Mar 29 2011 Anchor

Ok, we have five people for the first round. I think we need one more to round things out before you can go on your first mission.

However, we can now start sorting out the squad itself. We'll need a squad leader and his second, and everyone else will be privates. Then we need to work out everyone specialities; we'll need a medic, a Pigman (machine-gunner), a Blooper (grenade launcher guy), and a radio operator. I'll rule now that the Squad Leader can't have any of the specializations. Everyone else will be riflemen. Anyone interested in any particular position, speak up now.

Mar 29 2011 Anchor

I think the only fitting position for my hippie character is private generic rifleman.

Grenades would be funny, but who would give them to him?

Edited by: Galgus

Mar 29 2011 Anchor

For some reason, I want to be the radio operator. Perhaps it's the silliness factor of calling for backup with the dodge system ("English! Stop with the "siesta" crap!")

--

Mar 29 2011 Anchor

*Roll 6, Peacekeeper division comes to help.*

go123452
go123452 You don't wanna know
Mar 29 2011 Anchor

Wut ist zis?

--

>.<

Mar 29 2011 Anchor

I want to be blooper. I am (and my player will prob. be) a pyromaniac

Blood-Russia-Mk2
Blood-Russia-Mk2 Children-Eater
Mar 29 2011 Anchor

Can I be Pigman?

Edit: wait, is there still one spot left?

Edited by: Blood-Russia-Mk2

--

Yours faithfully,

That guy who does hammy stuff on a regular basis.

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 29 2011 Anchor

aww. first round already closed. well. you gotta make sacrifices for school, i guess.

--

Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

Mar 29 2011 Anchor

I can take the medic.

gregester
gregester 4D61707065 722026 20436F646572
Mar 29 2011 Anchor

Considering I had my character pegged as that guy who is good but never great enough to be promoted, I think second in command would be his forte.

--

There is a fifth dimension, beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call The Twilight Zone

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 31 2011 Anchor

is there also a vietcong squad? if so, i've already enlisted right now!

--

Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

Mar 31 2011 Anchor

Wait what faction are we: ARVN, Allied Reservists, or Peacekeepers? Though I suppose it dosn't make much difference

Mar 31 2011 Anchor

Not Peacekeers- they are the elites, I think we qualify as the grunts.

open_sketchbook
open_sketchbook Your Lord and Master
Mar 31 2011 Anchor

You guys are reservists. The ARVN Rangers are scary commandos who occasionally show up at your base covered in blood and soot to report a few dozen communist kills, and the Peacekeepers are briefly-glimpsed super-professional badasses who stop off at your base between inprobable missions to relate stories of awesome heroics.

Squad Composition so far :

Psychotic Loner : Private, Radio Operator
Gregster : Corperal, Rifleman
Tayya : Private, Medic
Blood-Russia : Private, Pigman
Galgus : Private, Blooper?

Just need somebody to lead the squad!

Edited by: open_sketchbook

Mar 31 2011 Anchor

Blooper sounds fun on a roll to fight system.

Things could go hilariously well, or hilariously poorly.

Mar 31 2011 Anchor

I just want to play

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