Simple Combat (1v1):
Simple combat involves opposed rolls, d10 preferred.
Prior to initiating combat:
--Determine how many rounds the combat will last.
--Declare the goal of the combat (ie, first blood, to incapacitation, to death, to restraint).
--Determine what bonuses (if any) will apply to rolls.
--Roll for initiative. Turn order descends from 10 to 1.
--Player 1 declares their target. That pair is locked until the end of combat and neither can select a new target.
--Combat ends between a pair of combatants when either:
All rounds have been played.
Combat is successfully interrupted by a third party.
One player successfully escapes.
Players mutually agree on an RP'd resolution to the fight.
Determining Initiative (alternate):
Players determine who will make the first attack, either through OOC discussion or via d10 rolls (highest roll wins the initiative). This must be done prior to the formal start of dice-moderated combat.
Rounds of Combat:
To keep IC combat flowing smooth & quickly, PvP conflicts do not involve hit points. Instead, they are limited to a pre-determined number of rounds, always odd. The default is 3 rounds of combat, each two phases in length. A more involved combat can last 5 rounds. Only the most grueling combats should run for 7 rounds or longer. More than 9 rounds is strongly discouraged, especially if there are spectators who are not directly involved in the fight.
Roleplay the Action:
Combat proceeds through rolls and emotes for the pre-determined number of rounds. At player discretion, rolls may be made in party or raid chat in order to protect the immersion of other players witnessing the combat.
The player with the highest initiative gets the first attack. For the duration of the combat, the player with the highest initiative wins all ties. As an OPTIONAL rule, the player who wins the round takes the initiative for the next round, subsequently becoming the winner of ties for that round.
One Full Round:
Player 1 initiates the attack by stating their intended action through an emote in-game. This emote is followed immediately by a d10 roll.
Player 2 reacts with a d10 roll. This is their defense to the initiated attack. Any modifiers agreed upon prior to the start of combat are factored into the two rolls, and the winner is declared between Players 1 and 2. After determining the winner, Player 2 emotes their success or failure at defending against the attack.
Player 2 responds with their own attack. They emote their intended action and follow this immediately with a d10 roll.
Player 1 rolls in response, emoting their success or failure at avoiding the attack.
Determining the Winner:
Instead of hit points, simplified combat is limited to a predetermined number of rounds: 3, 5, or 7. Each round is a full set of attack and defense rolls for all characters involved in the combat. At the end of the specified number of rounds, the player with the most successes is determined to be the winner, and emotes are made to reflect victory conditions.
Play continues until all rounds have been rolled and enacted, at which point the goal of the combat is roleplayed out to reflect the winner and loser of the conflict. The scene ends once this goal is emoted among all active players.
Escaping Combat (1v1):
At the start of their attack phase, a player may choose to attempt to escape rather than continue the fight. This player declares their intent to escape by emoting their intended escape action in place of an attack. Rolls proceed in the same order as if they were attacking: player 1 emotes and then rolls, while player 2 rolls in response and emotes to reflect the result, once the winner of the action has been calculated.
If the escaping player wins the attempt, they successfully end the combat with neither side winning the actual fight. The combat phase ends and the scene concludes. Characters may roleplay their attempts to chase down the fleeing party, but no further combat should be initiated until all parties agree upon the start of a new scene. This is to help drive story and roleplay rather than mire players in an endless series of opposed rolls.
Interrupting One-on-One Combat:
When a combat begins, players get the chance to run through one full round of attack and defense rolls (player 1's attack, player 2's defense response, then player 2's attack and player 1's defense reponse) before characters observing the combat can emote their intention to interrupt the combat. This is to give the feel of real-time action and to reflect movement on the part of interrupting parties.
After a statement to interrupt the combat has been made, a second full round between the initial parties must play out before the interrupting player may initiate an action emote and subsequent roll for that combat.
The action of the interrupting player takes precedence in the third round. They emote their action for breaking up the fight and then roll. The parties involved in the fight then roll in response. Both parties roll, but the average is taken in order to determine whether the interruption succeeds or the fight continues.
Once an interruption has been initiated, the character seeking to interrupt a fight may attempt their interruption at the start of each subsequent round. If more than one person seeks to interrupt the fight, they must work together in order to do so, nominating one player to make the determining roll, with each assisting party adding a +1 to that roll, up to a maximum of +3. This assist bonus is not to exceed a +3 in order to reflect the difficulty of organizing concerted actions between large groups of people.
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