RP Fighting Rules
Keywords:
RP-FIGHTING, RP-FIGHTING-RULES
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Before an RP (Role played) fight can begin, all terms of the fight must
be agreed on. These terms include, but are not limited to, the following:
First, all parties involved agree to participate in the fight. If you are unwilling to fight, and your character instigated things to the point that one or more characters now want to kick your characters arse, this would be considered an ic repercussion for an ic action, and falls under the "be prepared to back up what your character throws out there" clause.
How will hits and misses be decided? Will they be random and up to each party involveds discretion? Will they be determined by a coin toss, or by a roll of the dice?
How will wound severity be determined? Will there be scratches and mortal wounds? Are those decisions left up to the individual discretion of all involved? (Be prepared for a very long battle if they are.) Or will a coin toss or roll of the dice determine it?
During an RP Fight, keep things ic unless asking for clarification on a post that has been made, or to inform a party of a special ability that will effect the post.
For something to be used in an RP Fight, it MUST be in the players inventory, and there MUST be an rp standing for why it is. Simply crafting a bunch of wolvesbane for example, doesn't mean that you have wolvesbane, as this is an actual item that can be made in the game through the herbalism and mix skills. Just because you say you have a catapult, does not mean that you actually have one, unless rp was done beforehand for material, building, and transporting. By that same token if it can save a life, it must be in the players inventory. Things like potions, pills, etc, that can heal, must be purchased before hand. To put this simply, if it can take a life or save a life, poison or heal, weapon or not, if it has an effect on the characters health in any way, if there is an affect that an item/object/pill/weapon etc that causes harm or aids, then this rule will apply. This is not left up to the discretion of the the parties involved. This rule has been put into place, to keep the fight fair at all times, look out for the interest of all involved, and to make certain that no one is pulling any imaginary rabbits from a broken down hat.
To use spells or prayers, it usually takes two rounds, the first to prepare it, the second for it to go off. This includes recall, or sacred sanctuary, and runes (one round to get the rune out, one round to decifer it}. It's perfectly okay for a player to recall out by whatever means in an attempt to save themself, but this must be done uninterrupted by an attack. If the person who is attempting to leave is hit, and the attack does not miss, then that person will have to start over with their prayer to safely leave. Offensive and defensive spells and prayers can also be interrupted if a physical attack is made, due to the concentration needed to get the spell off. One wrong word uttered, (think Ow!) can null the spell/prayer. This is more a guide line, rather than a rule. If parties dissagree, then a modifier can be added to the chance of the roll based on the casters self dicipline, to see if they were able to keep their concentration, or get it off just in time. Those who use prayers and spells and have a high self dicipline, are more apt to be able to keep their concentration even when hit than one with a low self dicipline.
If players wish to call in their stat's and bonuses into play, this is also allowed, as is the skill levels of the parties for what ever is being attempted, and bonuses or penalties added to rolls.
Those who have a high constitution for example, would be crazy not to use it if they were being subjected to poison or plague attacks in the form of roll bonuses. Those with lower, more apt to be affected.
Those who have a high agility and/or quickness, able to get bonuses on rolls if they are intentionally attempting to dodge an attack. Those with lower ones, might be asked to take a penalty.
Those with a high presence, might be able to sweet talk their way out of a mess, easier than one with a low one.
Again, the above is simply a guide line, not an absolute rule to be followed. In the case of rp fights, these are things a player can take into consideration when attempting to settle a dispute, or before calling in an Immortal to step in, as these will be some of the things that the Immortal will look at.
Something else to take into account are racial or equipment vulnerability and resistances, and in some cases immunities. Please be sure to make the fight moderator, or if there is not one, then all parties involved aware of any approved items or equipment that give special effects, such as passdoor, fire shield, magic resistance/protection etc. Or if your weapons have any special flags on them. All of these things can have a great impact on combat.
To use a special ability that is not in your skills or spells list, it must be approved by the RP Council and must be listed in your character notes. To find out what is in your character notes, ask an immortal and they will note you with what it says.
If you are bringing in mercenaries, war parties, soldiers, animals, golems, or anything that would increase the number in your fight, then this must be stated CLEARLY before hand, with the number of those involved, their skills, and where they are located. Again, RP Council must have already approved such for the player prior to the rp fight. If they have not approved it, then they do not exist yet.
You are not required to have an immortal or noble present during an rp fight, unless no mercy is intended. By this, we mean it's a fight to the death for one, both, or all involved. We take character deaths seriously, and for this reason, a lot of rp must go into place and other alternatives sought, before simply moving to destroy a players character.
We encourage players to attempt to settle disputes on their own, however if disputes arises between parties involved that they can not come to an agreement on, then ask an Immortal to step in and rule on it. In these cases the immortal will look at both sides, weigh it out carefully, and make a fair ruling based on the information that they have available to them. If you bring an Immortal into it, do not argue their ruling as this decision is final.
Players can die an unlimited amount through mob death, but are given only two IC lifes to begin with. After an IC death, a PC will become a ghost within the normal realm (see help haunt) and through Roleplay seek a means to be brought back to life. After a 2nd IC death, you must provide an Extra IC Life, which is a quest item that can be purchased by questing and be used to buy back an IC life.
Please, think before you react, plan, instigate, and always have a back up plan/escape for your pcs.