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From Outlands RP
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=== PVP Setup Actions ===
=== PVP Setup Actions ===
<blockquote>See also: [[PVP Rules]]</blockquote>
<blockquote>See also: [[PVP Rules]]</blockquote>
* '''PVP Join''' - Your character will engage in the PVP normally.
* '''PVP Intent''' - Will begin the [[PVP Rules#4.0 - PVP Intent|PVP Intent]] process.
* '''PVP Join''' - Your character will engage in the [[PVP Rules#4.1 - PVP Join/Surrender|PVP normally]].
* '''PVP Surrender''' - Your character will automatically lose the PVP and be subject to PVP consequences.
* '''PVP Surrender''' - Your character will automatically lose the PVP and be subject to PVP consequences.
* '''PVP Observe''' - Only an option if your character is not actively involved in a given conflict. If you choose to observe, you will be allowed to observe the PVP but cannot join in it nor interact with it directly until it is concluded.
* '''PVP Observe''' - Only an option if your character is not actively involved in a given conflict. If you choose to observe, you will be allowed to observe the PVP but cannot join in it nor interact with it directly until it is concluded.
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* '''Reaction''' - During your enemy's turn, you make take a special Reaction after they attack or take a qualifying action action against you, such as with an [[Attack of Opportunity|attack of opportunity]]. Within the RPR system, it will appear as if you are using a Bonus Action, but using such a power outside of your turn will refresh your Bonus Actions normally when your turn starts.
* '''Reaction''' - During your enemy's turn, you make take a special Reaction after they attack or take a qualifying action action against you, such as with an [[Attack of Opportunity|attack of opportunity]]. Within the RPR system, it will appear as if you are using a Bonus Action, but using such a power outside of your turn will refresh your Bonus Actions normally when your turn starts.
* '''Flee''' -  TODO - GET EXACT INFO - Players must use the Flee Action to escape a PVP encounter. Once the Flee Action is used, the player must successfully avoid taking damage for 3 turns to escape. Once successful, all parties may exit combat. No consequences are inflicted on a successful flee.
* '''Flee''' -  TODO - GET EXACT INFO - Players must use the Flee Action to escape a PVP encounter. Once the Flee Action is used, the player must successfully avoid taking damage for 3 turns to escape. Once successful, all parties may exit combat. No consequences are inflicted on a successful flee.
=== Types of Movement ===
Ground Movement
Swimming
Flight - Creatures with the ability to fly may do so in PVP, but must activate any flying Spell-like Abilities or actions in order to do so. If these were activated before PVP Intent


[[index.php?title=Category:Game Concepts]]
[[index.php?title=Category:Game Concepts]]

Revision as of 20:11, 12 September 2024

Define all actions here.

Move stuff from old PVP rules to here

PVP Setup Actions

See also: PVP Rules

  • PVP Intent - Will begin the PVP Intent process.
  • PVP Join - Your character will engage in the PVP normally.
  • PVP Surrender - Your character will automatically lose the PVP and be subject to PVP consequences.
  • PVP Observe - Only an option if your character is not actively involved in a given conflict. If you choose to observe, you will be allowed to observe the PVP but cannot join in it nor interact with it directly until it is concluded.
  • Deny Observe - Any participant of a PVP Intent can deny a PVP Observe and force a Join or Surrender.
  • Roll Initiative - This will be used to initiate combat and determine turn order.

Basic Actions

  • Move Action - Movement is measured with the RPR Movement Measurement tool. You may move a number of tiles equal to your character's Movement Speed attribute. In order to Fly or Swim, you must use the relevant action in order to initiate the action (unless you are already doing one or the other)
  • Standard Action - Under most circumstances, you may take one standard action per turn in addition to your action. These include actions such as attacking, casting a spell, grappling, dashing, or using most spell-like-abilities.
  • Bonus Action - Under most circumstances, you may take one bonus action per turn. These are special actions such as an extra attack, certain spells or abilities, or other specified actions.
  • Reaction - During your enemy's turn, you make take a special Reaction after they attack or take a qualifying action action against you, such as with an attack of opportunity. Within the RPR system, it will appear as if you are using a Bonus Action, but using such a power outside of your turn will refresh your Bonus Actions normally when your turn starts.
  • Flee - TODO - GET EXACT INFO - Players must use the Flee Action to escape a PVP encounter. Once the Flee Action is used, the player must successfully avoid taking damage for 3 turns to escape. Once successful, all parties may exit combat. No consequences are inflicted on a successful flee.

Types of Movement

Ground Movement

Swimming

Flight - Creatures with the ability to fly may do so in PVP, but must activate any flying Spell-like Abilities or actions in order to do so. If these were activated before PVP Intent

index.php?title=Category:Game Concepts