More actions
No edit summary |
No edit summary |
||
(14 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
<blockquote>See also: [[PVP Consequences]]</blockquote> | |||
= '''4 - PVP''' = | |||
== | === '''4.0 - PVP Intent''' === | ||
* Combat rounds proceed in turn order until any still conflicting parties are defeated or have fled. Players are welcome to offer a surrender in character after combat has begun, but there is no requirement that it be accepted. | * Players must use the PVP intent ability before engaging in PVP combat. Dice are the default method of resolution for PVP. If all players involved in an intent agree, they may instead use mechanical PVP. Choosing to use mechanical PVP is allowed, but is unsupported. See Mechanical PVP for more information. | ||
=== '''4.1 - PVP Join/Surrender''' === | |||
<blockquote>See also: [[Actions#PVP Setup Actions|PVP Setup Actions]]</blockquote> | |||
* When a PVP intent is declared, roleplay is paused and all players nearby must stop moving. All players able to see the intent must choose either PVP Join or PVP Surrender. When all players have declared join or surrender, any player may propose mechanical PVP. If all players agree, proceed with mechanical PVP. If any player does not agree, proceed with dice PVP. | |||
=== '''4.2 - Dice PVP''' === | |||
* When dice PVP begins, start by having each player [[Actions#PVP Setup Actions|roll initiative]]. Each player then uses the appropriate ability to [[Actions#PVP Setup Actions|Join]], [[Actions#PVP Setup Actions|Surrender]], or attempt to [[Actions#PVP Setup Actions|Observe]]. Any player who has joined may deny another player's attempt to observe. RPR handles all of this automatically, you just have to use your abilities. | |||
* Combat rounds proceed in turn order until any still conflicting parties are defeated or have [[Actions#Basic Actions|fled]]. Players are welcome to offer a surrender in character after combat has begun, but there is no requirement that it be accepted. | |||
* Each player must use the begin and end turn functions, and must wait for the player before them to end the previous turn before beginning theirs. Reactions may be taken at any time before using the begin turn function, so there is no need to wait on other players before you end your own turn. | * Each player must use the begin and end turn functions, and must wait for the player before them to end the previous turn before beginning theirs. Reactions may be taken at any time before using the begin turn function, so there is no need to wait on other players before you end your own turn. | ||
== | === '''4.3 - Mechanical PVP''' === | ||
Skirmishes are otherwise identical to normal PVP, but do not automatically result in the player becoming injured. Players downed in a skirmish may be given a slight injury by the person who downed them, but do not receive additional consequences. To begin a skirmish, a player declares a Skirmish Intent rather than a PVP Intent. However, any other player may respond to a Skirmish Intent with a PVP Intent, which | <blockquote>Note: Mechanical PVP is not fully supported by our rules.</blockquote> | ||
* When beginning mechanical PVP, first all players must declare that they are ready. Then a PVP countdown is started and combat commences. Players who come across mechanical PVP may join on either side at any time by declaring PVP Join. Joining mechanical PVP does not require that you take out weapons or fight, you may choose to flee or attempt to observe without interfering as well. | |||
* Mechanical PVP continues until 10 minutes after the last time a player hits another player, or once all remaining players on one side have been downed, whichever comes first. | |||
* Mechanical PVP is, however, not fully supported by our rules. If you agree to mechanical PVP, you agree to the outcome as you would a coin toss. The outcome is the outcome, regardless of any lag, desync, bugs, or disconnects. If you're concerned about having any agency over the outcome of the PVP, we do not recommend mechanical PVP. | |||
=== '''4.4 - Skirmishes''' === | |||
* Skirmishes are otherwise identical to normal PVP, but do not automatically result in the player becoming injured. Players downed in a skirmish may be given a slight injury by the person who downed them, but do not receive additional consequences. | |||
* To begin a skirmish, a player declares a Skirmish Intent rather than a PVP Intent. However, any other player may respond to a Skirmish Intent with a PVP Intent, at which point PVP proceeds normally. | |||
=== '''4.5 - Water''' === | |||
* Players may enter water in PVP and may declare a PVP intent while under water. Players may not use water to flee out of range in dice PVP without making a flee check. | |||
=== '''4.6 - Flight''' === | |||
* Players may not use flight to flee out of range of dice PVP without making a flee check, though they may use it to get on top of structures. Players may not fly at all during mechanical PVP. | |||
== | === '''4.7 - Experience''' === | ||
* | * Players must participate in legitimate PVP in order to obtain the daily XP token during the consequence phase. Abusing RPR mechanics to generate these tokens without PVPing will result in all experience being lost for that character and their being permanently barred from reaching mastery. If you generate one of these accidentally without PVPing, please open a ticket so we can delete it. Don't cheat. | ||
Latest revision as of 20:11, 12 September 2024
See also: PVP Consequences
4 - PVP
4.0 - PVP Intent
- Players must use the PVP intent ability before engaging in PVP combat. Dice are the default method of resolution for PVP. If all players involved in an intent agree, they may instead use mechanical PVP. Choosing to use mechanical PVP is allowed, but is unsupported. See Mechanical PVP for more information.
4.1 - PVP Join/Surrender
See also: PVP Setup Actions
- When a PVP intent is declared, roleplay is paused and all players nearby must stop moving. All players able to see the intent must choose either PVP Join or PVP Surrender. When all players have declared join or surrender, any player may propose mechanical PVP. If all players agree, proceed with mechanical PVP. If any player does not agree, proceed with dice PVP.
4.2 - Dice PVP
- When dice PVP begins, start by having each player roll initiative. Each player then uses the appropriate ability to Join, Surrender, or attempt to Observe. Any player who has joined may deny another player's attempt to observe. RPR handles all of this automatically, you just have to use your abilities.
- Combat rounds proceed in turn order until any still conflicting parties are defeated or have fled. Players are welcome to offer a surrender in character after combat has begun, but there is no requirement that it be accepted.
- Each player must use the begin and end turn functions, and must wait for the player before them to end the previous turn before beginning theirs. Reactions may be taken at any time before using the begin turn function, so there is no need to wait on other players before you end your own turn.
4.3 - Mechanical PVP
Note: Mechanical PVP is not fully supported by our rules.
- When beginning mechanical PVP, first all players must declare that they are ready. Then a PVP countdown is started and combat commences. Players who come across mechanical PVP may join on either side at any time by declaring PVP Join. Joining mechanical PVP does not require that you take out weapons or fight, you may choose to flee or attempt to observe without interfering as well.
- Mechanical PVP continues until 10 minutes after the last time a player hits another player, or once all remaining players on one side have been downed, whichever comes first.
- Mechanical PVP is, however, not fully supported by our rules. If you agree to mechanical PVP, you agree to the outcome as you would a coin toss. The outcome is the outcome, regardless of any lag, desync, bugs, or disconnects. If you're concerned about having any agency over the outcome of the PVP, we do not recommend mechanical PVP.
4.4 - Skirmishes
- Skirmishes are otherwise identical to normal PVP, but do not automatically result in the player becoming injured. Players downed in a skirmish may be given a slight injury by the person who downed them, but do not receive additional consequences.
- To begin a skirmish, a player declares a Skirmish Intent rather than a PVP Intent. However, any other player may respond to a Skirmish Intent with a PVP Intent, at which point PVP proceeds normally.
4.5 - Water
- Players may enter water in PVP and may declare a PVP intent while under water. Players may not use water to flee out of range in dice PVP without making a flee check.
4.6 - Flight
- Players may not use flight to flee out of range of dice PVP without making a flee check, though they may use it to get on top of structures. Players may not fly at all during mechanical PVP.
4.7 - Experience
- Players must participate in legitimate PVP in order to obtain the daily XP token during the consequence phase. Abusing RPR mechanics to generate these tokens without PVPing will result in all experience being lost for that character and their being permanently barred from reaching mastery. If you generate one of these accidentally without PVPing, please open a ticket so we can delete it. Don't cheat.