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Don't get discouraged if you aren't immediately a part of the action. Your best bet is to start creating some interesting action yourself. Draw people in to your characters, or ask around for any free interactions that are open at the time, and take chances to get involved in arcs.
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Rolling for outcomes is a common practice in BLN and is used both in conflicts to determine hit or misses in a fight or to determine an outcome from a situation in which a response could be towards one instance or another. There is a generalized use of the [1d1000] dynamic for these rolls, the player determining within the same post calling for evens or odds to the roll.
The reason for the 1000 roll is the chance of rolling a 'dub' or 'trip' which can alter the called roll out in an stronger or extreme manner. Successful dub rolls, where the rolled number ends with repeating digits (such as calling evens and getting 22 or 00) tend to either lend more strength to fights if landed on, or in normal mundane rolls, do something more impressive than what was originally written.
Successful trips (such as calling odds and getting 777 or 999) are the rare rolls which drastically impact the consequences of a roll. In fights, a player who gets a trip in their roll garner an instant KO to their opponent, or if both parties consent, a deadly blow. In mundane interactions, these critical rolls result in an extreme version of what is dictated in the post, and if the player wishes, they can add on with an extra post to dictate by what extreme the action has taken. If not, they can opt to tell their RPing partners what happened to cause the extreme.
On the opposite spectrum of successful dubs and trips are the critfails (such as where a player calls evens and gets 55) and have a negative impact on the roller. In fights, these conditions are more complex than rolling for attack. If one player fails with a dub roll, the attacker can choose to retaliate with a free attack that does not roll for it, but instead power. This roll chooses between a maximum damage or a minimum damage roll for the opportunity presented to them.
In the event of a failed trip roll during a fight, the opposing player does not have to roll any damage roller, as it is automatically at maximum damage for retaliation. Whether or not this places the tripfail character out of commission usually is determined by a following roll for their endurance to keep fighting or succumb to a KO.
In normal interactions that have nothing to do with fighting conflict, dubfail and tripfail often results in a character failing or failing miserably at what they are doing, to the player's discretion.
Optional rolling conditions are rolling for how many targets a single [1d1000] roll hits. In mob fights this rolling system is streamlined to stop posts from being bogged down.
There is also multirolling, a [1dX] number to choose from a variety of options or choices in normal interactions, X being the number of options available.
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