Post by Lunaboreal on Apr 8, 2015 16:19:50 GMT -5
This information comes from Tastarael from Scions of Draenor. She had graciously made herself available to teach The Criminal Underworld the basics of role-play combat using the /roll form.
There is also the "freeform" and solving IC conflicts with duels. Most of us pvp and for that reason duels can be the favored form of solving IC conflicts. However, being that Emerald Dream brings many people to RP, and the likelihood is there to encounter a role-player that would want an alternative. It is quite possible to RP a mercenary, assassin, or heroic vigilante that wants to take out another character. Whatever the reasons are, this is advanced role-play, so I stress to you all:
RP Combat Rules:
#1: Your enemy must know that this is to be a battle, and consent.
2. RP combat rules begin with either 3 hit points for a knockout, or 5 hit points for death. Each successful attack deducts 1 hit point.
3. The player initiating combat will emote their attack, then make the first roll. Then the defender rolls against the attacker and makes either a successful or failing defense emote.
4. Whoever has the higher rolls wins that round, using simply /roll out of a possible 100 random numbers, unless the combatants agree to other terms (i.e. /roll 20)
5. After each round of attack/defense, the player with the winning roll has the option to yield and end the RP combat. However, the opponent is not required to accept the yield and may chose to ignore the call to yield and continue combat.
6. Healers can heal in RP combat. The rules for heals is as follows:
For each healing attempt made, the healer would /roll. The opponent would then /roll against the healer's /roll.
If the healer's /roll is higher, the heal is successful.
If the opponent's /roll is higher, the then heal is interrupted, and another heal cannot be attempted for 2 rounds.
7. There are a number of pet classes in game, and pets can RP-combat as well. The rules are as follows:
HUNTERS AND WARLOCKS
Pets get 1/2 the hit points of their owner (2 for knock-out, 3 for death. The death is considered permanent.)
If the pet is struck twice and is knocked-out, the owner would likely yield as soon as possible. If the owner does not yield, each roll the hunter makes to defend the knocked-out pet is the owner him-/herself making a movement to save the pet, and receives a -15 point penalty. The penalty only applies when the pet is knocked out. Failing a defensive /roll to save the knocked out pet will result in it's death if the attacker chooses. The penalty is only when the pet is knocked out (i.e. damage taken).
For each round of RP combat, the opponent, the pet owner, and the pet each emote their respective attack or defense, and each /roll. The opponent gets to make 2 rolls: One against the owner, and one against the pet. The opponent's 2 rolls in one turn balances out the 2 attacks/defenses generated by a pet owner and a pet in a single turn.
MAGES AND DEATH KNIGHTS can also using their minions in RP combat basically following these guidelines. HOWEVER, there is one difference. Mage and DK pets can ONLY take 1 point of damage, then they are out of the fight. Defending it should not be a concern, since in RP combat, their minions can be resumed after combat is over. The minion cannot be summoned again during the fight.
These are the generally-accepted rules. However, every role-player is different and does not have to accept any given point. Establishing the rules to be used in an RP combat encounter is important.
There is also the "freeform" and solving IC conflicts with duels. Most of us pvp and for that reason duels can be the favored form of solving IC conflicts. However, being that Emerald Dream brings many people to RP, and the likelihood is there to encounter a role-player that would want an alternative. It is quite possible to RP a mercenary, assassin, or heroic vigilante that wants to take out another character. Whatever the reasons are, this is advanced role-play, so I stress to you all:
- Understand the rules of RP combat
- Help your friends and guild-mates with RP. Share what you know.
- Practice "dueling" with one another using RP /rolls and emotes.
RP Combat Rules:
#1: Your enemy must know that this is to be a battle, and consent.
2. RP combat rules begin with either 3 hit points for a knockout, or 5 hit points for death. Each successful attack deducts 1 hit point.
3. The player initiating combat will emote their attack, then make the first roll. Then the defender rolls against the attacker and makes either a successful or failing defense emote.
4. Whoever has the higher rolls wins that round, using simply /roll out of a possible 100 random numbers, unless the combatants agree to other terms (i.e. /roll 20)
5. After each round of attack/defense, the player with the winning roll has the option to yield and end the RP combat. However, the opponent is not required to accept the yield and may chose to ignore the call to yield and continue combat.
6. Healers can heal in RP combat. The rules for heals is as follows:
For each healing attempt made, the healer would /roll. The opponent would then /roll against the healer's /roll.
If the healer's /roll is higher, the heal is successful.
If the opponent's /roll is higher, the then heal is interrupted, and another heal cannot be attempted for 2 rounds.
7. There are a number of pet classes in game, and pets can RP-combat as well. The rules are as follows:
HUNTERS AND WARLOCKS
Pets get 1/2 the hit points of their owner (2 for knock-out, 3 for death. The death is considered permanent.)
If the pet is struck twice and is knocked-out, the owner would likely yield as soon as possible. If the owner does not yield, each roll the hunter makes to defend the knocked-out pet is the owner him-/herself making a movement to save the pet, and receives a -15 point penalty. The penalty only applies when the pet is knocked out. Failing a defensive /roll to save the knocked out pet will result in it's death if the attacker chooses. The penalty is only when the pet is knocked out (i.e. damage taken).
For each round of RP combat, the opponent, the pet owner, and the pet each emote their respective attack or defense, and each /roll. The opponent gets to make 2 rolls: One against the owner, and one against the pet. The opponent's 2 rolls in one turn balances out the 2 attacks/defenses generated by a pet owner and a pet in a single turn.
MAGES AND DEATH KNIGHTS can also using their minions in RP combat basically following these guidelines. HOWEVER, there is one difference. Mage and DK pets can ONLY take 1 point of damage, then they are out of the fight. Defending it should not be a concern, since in RP combat, their minions can be resumed after combat is over. The minion cannot be summoned again during the fight.
These are the generally-accepted rules. However, every role-player is different and does not have to accept any given point. Establishing the rules to be used in an RP combat encounter is important.