Draft Proposal :
Dice Jar Legacies: Legacy of the Dice Jar: A Dice Jar RPG
Or, for short, DJLLotDJADJRPG
There was a time when Dice Jar had more power than just Exodia Summon spam. In those days, Dice Jar's ability to create shitposts was unrivaled, and many different spammable games existed. Now, they are all but gone, their sections archived, or at least moved to where they cannot easily be found. But I, jjh927, Acolyte of Dice Jar, have found some of those past relics. They are still there. Dice Jar still possesses these powers. (Which leads me to explain the joke in the title, because "legacies" refers to outdated computer tech that is still not redundant because it's used for things. Good one, right?) You, if you are brave enough, shall venture into the void that Dice Jar's withdrawal has left and bring back the dice games. With a difference. It is time for senseless violence.
Combat, Death and Glory
In order to battle, you must first start a thread, copying in your current character details, and declare a number of enemies to fight. You then roll that many dice encounters dice, and fight them, one at a time, in order from left to right. It may be wise to begin with lower numbers, as your life points do not reset between battles in the same thread. The advantage of fighting multiple monsters at once is that the total experience received is multiplied by the number of monsters you fought, though experience is only awarded at the end of a battle- so if you die halfway through, no experience for you. Each monster's attack stat is their damage, while their defence stat corresponds to their life points. Players start at level 1 with 16000 life points and 150 damage. In PVP, multiply your own damage stat by 10. The experience reward for PVP is all of the experience that the loser loses by dying, however you can instead choose to fight for glory or gold (DP, or items or whatever the hell you want to play for). Basically, if you're PVPing, make clear the exact terms of the challenge, or the assumption is it's just straight up to-the-death.
You battle using your chosen class's fighting style, detailed in the classes section, and each turn consists of you making the appropriate roll. Total both your own life points and the enemy life points as you go along. If your life points are reduced to 0 at any point, you die. If an enemy monster's life points are reduced to 0, they die and you gain experience equal to their level times 100. In PVE, just keep making the rolls and recording life points until you win or lose. In PVP, both players alternate taking turns until just one hero stands.
Two or more players may group up in order to tackle a greater challenge. In this case, all players should alternate their attacks as with PVP, but both target the same monster as if they were fighting alone. At the end of the combat, total the experience up and split it equally between all surviving players, remembering to multiply by the number of enemies faced in the single round.
When you die, all is not lost. However, what is lost is all experience progress to the next level. You may either wait 6 hours after the dice jar post that killed you to respawn and recommence adventuring, or SURPRISE PAYWALL! Instant respawns cost 1000 DP. Ask for one at the start of a new battle thread when you are otherwise dead and summon a staff member. When you've paid up you can start the battle.
Levelling up
For every 1000 experience up to level 5, you gain a level. When you level up, you gain 20 base damage and 2000 life points. Level 5 also holds some fancy class-unique benefits and choices to make, but those shall not be revealed until the game's meta takes shape. Note: these are totally not balance changes. Please await future patches.
Alternatively, instead of levelling up normally, you can choose to multiclass. This allows you to raise the level of a class that is not your main class. The first level of multiclass brings that chosen class up to level 1, allowing you to use its attacks and skills and raise it further. Multiclasses have a separate damage stat to your main class, which you use whenever you choose to use multiclass skills and increase with the level of your multiclass. However, you always use the life points linked to your main class, and multiclass levels do not increase your life points or your main class damage. As an example, a level 3 Sorcerer with a level 2 multiclass of Paladin has 20,000 (16,000 + 4,000) life points and 190 (150+40) damage, but when using paladin abilities instead has 170 (150+20) damage. This Sorcerdin must also have at least 4000 experience, as they have levelled their main class and multiclass twice each. You may not multiclass more than once, and your multiclass level must always be lower than your main class level.
Classes:
Sorcerer: Sorcerers predict the future of dice luck, and use it to their advantage. Guess 5 card types (monster, spell, trap) in order. Roll 5 Visionary cards. Each correct guess deals damage, while each incorrect guess causes you to take half your enemy's damage. Correctly guessing all cards deals triple the damage.
Wizard: Wizards are masters of spellslinging and elaborate traps. Roll 5 Visionary cards. Each trap deals your damage. Each spell heals a target (either you or something else) for your damage. Each monster causes you to take double your enemy's damage. (happens in chronological order from left to right, stopping immediately when either party dies.) If all cards are traps, deal double damage. If all cards are spells, heal target to full health. If all cards are monsters, take double damage.
Acolyte: Acolytes are erratic and unpredictable followers of Dice Jar. Roll 2 six-sided dice. If the first die is higher, deal your damage times the number on that die, further doubled if the first die is a 6 and the second die is a 1. If the second die is higher, take your enemy's damage times the number on that die, further doubled if the first die is a 1 and the second die a a 6.
Paladin: Paladins are sturdy and consistent followers of Dice Jar. Roll 2 six-sided dice and add them together. If the roll is above 7, deal your damage times the difference between the roll and 7. On a natural roll of 12, deal double that. If the roll is below 7, take your enemy's damage times the difference between the roll and 7. On a natural roll of 2, take double that.
Beastmaster: Beastmasters unleash powerful beasts to fight their battles for them. Roll 9 Monster Evolution cards. Deal your damage for each evolutionary trio rolled. Take your enemy's damage if you failed. Each trio rolled contributes to a running streak, which is broken on a failed roll. The second trio does double damage, the third trio does triple damage, and so on. (This does not apply to enemy damage when you eventually fail, but does apply to rolling multiple trios in a single roll.)
Bard: Bards sling together music from different chords/cards, with different effects being represented by those cards. Roll 5 Shadow Poker cards. Read from left to right, and carry over any outstanding effects to the next action taken by any player.
-Jackpot 7 multiplies the next numerical effect by 2.
-Card Shuffler corrupts the next effect; deal your damage to an enemy becomes take enemy damage, heal a target for your damage becomes deal a target your damage, multipliers become divisors, take enemy damage becomes deal your damage to an enemy, and corrupt an effect becomes normal.
-Dice Re-Roll deals your damage to your enemy
-Dice Try heals a friendly target for your damage.
-Dice Jar causes you to take double your enemy's damage.
Quests
Quests are a bunch of semi-random goals and achievements, and the first to succeed in each quest gets something. This thing will typically be some kind of rare or magical item that will give you some kind of buff. Note: you can only equip as many items as is feasibly possible. Don't attempt to hold a 2-handed weapon and a 1-handed weapon, or 2 helmets. On the other hand, if you want to use 2 1-handed weapons and rock up to a fight in full armour, be my guest.
The first available quests:
-Fight 3 monsters at once.
-Slay a hero of each class besides your own.
-Challenge and defeat the Blue-Eyes White Dragon. (When you make a thread, instead of rolling, declare your challenge and use the stats from Blue-Eyes White Dragon).
-Reach level 5 in your main class.
There are also secret quests which I am not making up as I go along.
May Dice Jar smile upon your RNG.
This would need a section in the dice games area. If you allow this, call it "Dice Jar Legacies". The stupidly long title is just a running gag and should not impose upon practicality. Difficulties I anticipate (IE, things I can't do) are fairly limited, the only one being that mods are going to have to drop people's DP on the paywall. Character sheets aren't really a thing because people will play as themselves except with some stats that are to be copypasted at the start of each thread they're involved in. That aside, this is primarily PVE, so it should (almost) run itself. The only thing I lack right now is incentive to actually play, and, if I'm honest, I feel like people are going to bite anyways just so they can start killing each other in PVP with dice.
Oh, also, I do intend to play in this event as well, but I'm gonna be half NPC and not give myself any fancy items or shit unless I earn them in glorious battle against players or w/e. I'll play it by ear.
TLDR:PVE/PVP Dice Jar RPG with a levelling system using no features that do not already exist. #makedicejargreatagain