THE ROLL GUIDE What is rolling? When do I roll? Rolling (short for dice-rolling, or dice-roll) is an out-of-character action based on chance to determine whether an action you're performing in-character (might it be versus an entity, through the means of a skillcheck, or versus a player, through the means of combat rolling) is successful or not, using a d100 (100 sided dice) as base. It also acts as an alternative to the P2L (play to lose) system, established only if both parties agree in using it. In said system, the parties will have to realistically adjust to the actions being performed without contesting them. You must roll in situations where your character is performing an action that requires a degree of skill, like using a tool, forcing a lock, jumping a gap, shooting a weapon, or carrying someone. You must also roll in situations where the established event director, administrator or gamemaster asks you to. As mentioned before, you must also roll against other players if they decide to perform an action against you. It is a simple concept - the higher your roll number, the more likely your action will succeed, and the better it'll be executed. What types of rolling are there, and when should I perform them? There are, generally speaking, two types of rolling: - PASSIVE ROLLING: This type of rolling is based on a basic 50/50 chance that determines the success of a determinate action, or the effects of a happening. It is mostly used for skillchecking (when you are asked to, such as noticing something, deciding the gravity of your just-received injuries...) and interacting with entities that are not being controlled by other players, such as using tools properly, climbing a crate without falling, and so on. It is the predominant roll type in most events and happenings that do not feature a player VS player scenario.This type of rolling, asides never interfering with other characters that aren't the roller's, DOES NOT ACCEPT BONUSES OF ANY KIND, thus receiving the name passive rolling. - ACTIVE ROLLING: Every situation where passive rolling can't be applied, it is considered active rolling. This type of rolling requires at least two opposite party members, who roll the dice to decide whether the action taken by one of them succeeds or not depending on who ends with the highest number, therefore making this type the main candidate for combat rolling. Unlike passive rolling, active rolling receives a series of bonuses depending on the weapon being used, the characters involved, and whether the situation presented fulfills a series of characteristics. Although not always, the difference between the opposed characters' rolls can be used as a means to decide the outcome of the actions, if agreed on. What are turns and parties? How do I know when it is my turn? A party is a group of characters who are working together in an event, often against another party. Parties can contain a single member, if the person is alone. Interaction between parties is based on a double-turn system, where every party involved has an orderly turn, and said turn consists of every of its members performing one single action each - might it be through passive or active rolling. The order these party members follow is completely up to them. Once every party member has had their turn, it is the other party's turn to act, and they shall not perform anything until it is their turn again. There are several mechanics that can be used to stun, confuse, or disable party members so they cannot perform during their turn, as well as previously mentioned situational and character bonuses. If all the characters within a party suffer from this, their party turn is skipped. The party that gets turn one is always the party engaging in the first action that involves conflict. Members might also voluntarily skip their turn if they feel like they can't (or shouldn't) do anything or perform an action that does not involve rolling (such as talking, acting scared) to fill their turn, too. What is the limit to rolling? When shouldn't I roll? The limit to rolling is POWERGAME. Although rolling is based in chance, it does not mean that you should be able to avoid dangers if you do not have a feasable or reliable way to defend yourself from them, or, following the same norm, perform ridiculous or straight up impossible actions - in both assault and defense. The pillar of roleplay is cohesion - failure to respect this, might it be through refusing to accept an action after being unable to come up with a solution to it, and forcing a roll - or similar (like the ones mentioned before), will be considered a server rule violation and administrated accordingly. If there is a doubt as to whether an action can be performed or not, an agreement can be come to with the other party. If this is not possible, the request of a neutral admin can always take place, to determine whether it should be carried on, or not. If there is still a problem after the admin's intervention, issues can be brought up to the Head of Staff for review. Keep in mind that, regardless whether you are actually right or not, attitude is a punishable factor that might also alter neutral admin decision - so be polite and respectful. Following this previously mentioned cohesion, a player might always choose to not resist an action if there is no way out of it. How do active bonuses work? Can I have my own bonuses? Bonuses have three categories: weapon bonus, class bonus, and situational bonus. Only one of each might be used at once - and the bonuses can be stacked accordingly. Sheets will be provided below to be able to identify every kind of roll - some of the situational bonuses alter the bonuses entirely, and others simply compliment the other two categories. A character may not receive bonuses from multiple weapons at once, combine situations, or receive class/rank bonuses they are currently not (for example, a unit that has been an officer in the past but isn't now, will no longer receive the bonus, regardless of backstory or recency of said demotion). If you feel like your character deserves a determinate bonus (or lack thereof), you can fill out a Special background authorisation application in the forums, explaining your reasoning, and suggesting the new values that should be adjusted to your one character, exclusively. There will be lists with said approved characters so everyone can confirm their exclusive bonuses. But as the sheets will showcase, roll bonuses are kept low to ensure that the roll system works as intended - using chance as its main factor. This is confusing, who wrote this garbage? The roll guide and party system have been redesigned to be as simple, straightforward, and engaging as possible, within the limits of HL2RP. We think that this system holds better future than ones we've had in the past, and thus, we will stick with it - for now. Keep in mind values might be changed or edited, but an announcement always will be made in this very post. This guide was written with the help of @Antti , @Jaiden , @L30N , @Rampancy, @ShadyNasty and @TrulyDeath , to adjust the hard-to-balance bonuses and mechanics. I have simply worked alongside them to put their thoughts and ideas to words and numbers in a very bad English and format. For any questions regarding the guide, you might refer to any of us. Hereunder, the roll sheets for each category will be displayed. Here's to your future RPs using them being enjoyable, and not an arguefest. Enjoy!