Mechanics

The Paradise Effect, as a set end campaign, will function in a similar way to traditional D&D campaigns. Your characters will have stats, mods, strengths and weaknesses, and rolls will be used to determine most outcomes except in a few choice instances as decided by the GM.



STATS

Your stats will help you get into (and out of) all kinds of situations and trouble, the dicebot-willing. They may also help or hinder the starting power you have with certain Soul Classes, depending on your stats and Class.

While these stats don't necessarily have to reflect your character's actual abilities, for more authentic, character-focused gameplay, it's recommended you try to fill it out truthfully as best you can. This means pouring more stat points into your character's natural strengths, and withholding points from their weak spots.

Every character has 25 stat points total to start with. You will gain stats over the course of the campaign, so don't worry too much if your character's stats don't reflect as accurately as you would like right off the bat!

The stat brackets are as follows:

STRENGTH
This is your character's raw physical power. It will be used in instances where they need their muscles to work for them, such as in fighting, climbing, or swimming.

DEXTERITY
This is how agile or graceful your character is. It will be used in instances where they make clever use of their footwork, such as in finesse fighting, dodging, acrobatics, stealth, or running.

CONSTITUTION
This is your character's health and endurance. It will be used in all instances pertaining to their HP, but also in calculating how well they heal from sickness or injury, or how many strenuous conditions they can handle, and for how long.

INTELLIGENCE
This is your character's intellect. It will be used in instances when they need knowledge or memory to figure something out, such as strategizing, identifying, or investigating.

WISDOM
This is your character's insight. It will be used in instances of reading body language, understanding feelings, or perceiving the environment, or when caring for wounds.

CHARISMA
This is your character's voice. It will be used in instances of putting on performances, lying, threatening, or charming your fellows. At best it can spare you some skepticism or help curb violence. At worst, it can get you killed or banished. Use wisely!

Up until Chapter 1 begins, you'll be able to edit your stats as much as you'd like. However, once Chapter 1 begins, you will not be able to edit them again until the end of Chapter 1/the start of Interim 1, and the same will be true for every subsequent Chapter and Interim. Additionally, once your Soul Class has been revealed, you will not be able to edit your Soul Class-related stat (i.e Strength for Red Souls) again except to add earned stats (via Level Ups or stats given by the GM during Chapters) to them.


MODIFIERS (MODS)

Modifiers are what's added on to (or subtracted from) your character's rolls to accurately reflect their stats. The actual mods for the campaign will only be known by the GM, but because they're derived from your stats, make sure your stats are what you want, and what you feel best represents your character, so they can accurately reflect what your character is capable of.

It may make a difference and it may not, but oftentimes a single point or two can be the deciding factor between success and failure.


STRENGTHS & WEAKNESSES

Every character will have 3 strengths and 3 weaknesses for this campaign. Strengths will give a bonus to rolls, while weaknesses will give a penalty to rolls. These can be personality traits, physical capabilities, anything! If they're too vague or the GM cannot figure out a way to implement them into actual gameplay, you may be asked to change them. Additionally, you'll be able to change your strengths and weaknesses around every Interim. You will not be able to change them during an ongoing Chapter.


HEALTH POINTS (HP)

As of right now there are no HP mechanics at play behind the scenes, and players are free to determine how much damage their character takes and how it affects them in-game. However, HP mechanics may be introduced later if the GM decides that it would be beneficial to the campaign at that point!


ROLLING

All rolling will be done behind the scenes! Therefore, you won't have to worry about this mechanic except for if/when you and other members choose to roll in instances where the GM would not. This is usually done for interim roleplays, but can also be used to decide an outcome between two (or more) characters within a Chapter if it's agreed to by all involved members.

Dice Maiden will be our dice bot for the campaign, and the command to roll is !roll d(number) without the parentheses.


CHARACTER DEATH

There are only four instances of guaranteed death for your character:

- You miss the minimum posting requirement of 5 posts during one of the campaign's Chapters, and you’re not on a hiatus that has been discussed with the GM prior to the end of the Chapter.

- You choose to leave the campaign.

- You choose to kill your character.

- You break a rule that results in your immediate removal from the campaign.

There are an abundance of ways to save a character from the brink of death, and they will be utilized as needed unless any of the above criteria apply. If you want your character to take reckless actions but then be saved by means other than your fellow characters, let your GM know and they'll figure something out!


PUZZLES

Puzzles are a fun component typically found in Paradise campaigns. They involve a series of cryptic hints/docs/videos or what have you, that a team of players are to decipher and solve for important and/or lore-based information. Despite being a familiar and well-known component to these types of roleplays, you don't have to participate in puzzles unless you want to! There are usually puzzle enthusiasts on every team that gets one, and even if there's not, there won't be any in-game penalties for not solving a puzzle. Your GM can and will offer an alternate route in the event there's ever an entire team who don't like solving puzzles.


HINTS

Prior to the drop of the Main Server, Staff worked to create some Shade Guess Hints just for fun since the Soul Wheel hadn't yet been revealed. However, the traditional use of Hints is to provide a clue or two to point characters towards their Soul Class, Soul Shade, and Soul Partner(s). These will be dropped as needed throughout the campaign, and unlike the Shade Guess Hints offered before the Main Server for TPE even dropped, you will have no input from Staff. It'll be up to you guys to theorize and come to a conclusion all your own!

If you find one, or one is given to you via your Team's roleplay location (be it gdocs, discord, etc.), you can drop it in the Theories channel and ping Hints, so that everyone can have fun attempting to solve it.


TEAMS

Every Chapter of the campaign will require characters be split into teams of 8 to 9 or less characters per team. This is both of off-set the number of characters in one area, as well as to provide the opportunity for fun group dynamics to form in these no doubt life or death situations. If there is ever someone you don't wish to be put on a team with, please reach out to a Staff Member and we will rectify it going forward!


CHECKPOINTS

These are updates that the GM will be providing each Team with during Chapters. They will set the scene, respond to roll attempts and actions, provide new events to respond to, and make sure that the Chapter is progressing at a satisfying pace for all involved.