Roleplaying Rules
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Roleplaying Rules
First and foremost, roleplay is not to be forced. It is something we highly promote, but not everyone will enjoy it. The spirit of it is to be for fun, so try to be polite and if you and someone else are having conflicts over it, just walk away. It's cool for your characters to have rivalries, but let's keep it as angst free as possible. Consequentially, people can always just refuse to roleplay, outside of designated roleplay areas. However, in order to fight an enemy in pvp, while not sieging them, you have to initiate combat in roleplay. Once in roleplay combat, the person who is being attacked has the option to call pvp. The person attacking does not have the option to call PvP, unless there are multiple people on their side. As an example:
- Example:
- A dark elf (we’ll call him Tommo) spots a human wandering into town (Burnside), and decides to investigate. Upon investigation, Tommo determines Burnside to be rather suspicious. Tommo tries to be more forceful, but Burnside attacks him. Burnside wants to activate PvP, but Tommo is better at Rp so decides to stick with that. Thus, Roleplay Combat is initiated.
As an alternative example:
- Example:
- A dark elf (we’ll call him Tommo) spots a pair of humans wandering into town (Burnside and Remus), and decides to investigate. Upon investigation, Tommo determines Burnside to be rather suspicious. Tommo tries to be more forceful, but Burnside and Remus attack him. Burnside wants to activate PvP, but Tommo is better at Rp so decides to stick with that. However, since Burnside outnumbers Tommo, he decides to initiate PvP. Thus, PvP Combat is initiated.
Keep in mind, there are two ways to avoid roleplaying if you don’t want to. Players on the offensive can decide to /Siege their opponent if they have no other option. Also, player towns are designated as PvP areas, meaning that residents there can always initiate PvP if they want to.
Also keep in mind, that all capital cities and some others are designated Roleplay areas, meaning that if someone talks to you in /rp, you have to at least acknowledge them in /rp. In Roleplay designated areas, all players involved in the combat must agree to PvP combat
Now on to how Roleplaying, and specifically Roleplaying combat actually works. Keep in mind that even simple actions such as drawing a weapon must be stated, although multiple smaller actions can be done in one turn. Any action performed must be stated using /rp *action. Roleplaying combat will by default use the /roll mechanic, however if both players agree this can be forgone. Typical rolls will involve a d100, with whatever your Heroes stat is in that field as a modifier. For example. When a hit is landed with a weapon, the roll will involve a /roll 10, added to the said weapon’s sharpness value to determine damage. Non conventional weapons, and surroundings can also be used to damage an enemy, as well as hero skills. In these cases, it is up to the roleplayers, or if present, moderator judge, to determine the damage roll. In order to hit someone, you need to land a higher roll than the enemy, adding your heroes stats. If your opponent ignores your attack, you simply have to hit above 50. Light weapons use dexterity, heavy weapons use strength, average weapons use both halved, and any heroes skills you have can be used, modified by whatever stat normally effects them.Here's an example:
Now on to how Roleplaying, and specifically Roleplaying combat actually works. Keep in mind that even simple actions such as drawing a weapon must be stated, although multiple smaller actions can be done in one turn. Any action performed must be stated using /rp *action. Roleplaying combat will by default use the /roll mechanic, however if both players agree this can be forgone. Typical rolls will involve a d100, with whatever your Heroes stat is in that field as a modifier. For example. When a hit is landed with a weapon, the roll will involve a /roll 10, added to the said weapon’s sharpness value to determine damage. Non conventional weapons, and surroundings can also be used to damage an enemy, as well as hero skills. In these cases, it is up to the roleplayers, or if present, moderator judge, to determine the damage roll. In order to hit someone, you need to land a higher roll than the enemy, adding your heroes stats. If your opponent ignores your attack, you simply have to hit above 50. Light weapons use dexterity, heavy weapons use strength, average weapons use both halved, and any heroes skills you have can be used, modified by whatever stat normally effects them.Here's an example:
- Example:
- /ooc Burnside: You mind if we pvp?
/ooc Tommo: We can if you want but I'd really rather not
*remember to always keep courtesy in mind… moderators will typically side with whoever is the least toxic*
/ooc Burnside: Thats cool
/rp Burnside: *Draws sword, shouting a Meiliadic war cry as he rushes at Tommo
/rp Tommo: *draws his sword own in response, attempting a parry
/ooc Burnside: We using default rules?
/ooc Tommo: If you don’t mind
Burnside rolls 50/100
Tommo rolls 81/100
Because Burnside has 30 dex, his roll would actually be 80, but Tommo succeeds anyways.
/rp Tommo: *flicks his rapier across the attacker’s sword gracefully, and moves in for a counter attack.
/Rp Burnside: *backpedals, trying to avoid the attack
Burnside rolls 35/100
Tommo rolls 83/100
/Rp Tommo: *Lunges forward, stabbing Burnside in the gut
Tommo rolls 4/10, +7 for sharpness
This can go on and on however the players take it, and where the rules are not specific enough, just improvise. Several weapons and items may have lore text that gives them special uses in roleplay combat. For example, a rabbit’s foot can be used to add +10 to any roll, a buckler shield can be used with bows and heavy weapons, certain potions can be thrown or applied to weapons, ect. Most of these items can be bought or found in loot chests, and a few can be made, but a small amount can simply be farmed. Only items with a vanilla name but lore text can be farmed. For example, you can find rabbit’s feet in chests, but since rabbit’s foot is a vanilla text, you can simply farm them yourselves. For an example of an item that can be farmed, a throwing dagger with lore text can not be made or farmed. Even if it has the same name but no lore text, it can not be used.
Upon being defeated, the opposing player has the option to either demand up to $1000 from you, or any one item/stack of items from your inventory. After handing over the reward,
the defeated player must /suicide, returning them to their home and dropping everything in their backpack. You are NOT allowed to move items from your backpack to your inventory, unless the victor gives you permission.
the defeated player must /suicide, returning them to their home and dropping everything in their backpack. You are NOT allowed to move items from your backpack to your inventory, unless the victor gives you permission.
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