More actions
TODO: Fleeing clarification, Counterspell clarification, secondary revision, Final Revision Pass
PVP Intent
Players must use the PVP Intent ability before engaging in PVP combat. RPR is the default method of resolution for PVP. When a PVP Intent is made, all players in range are required to either Join, Observe, or Surrender. Once a PVP Intent is made, no other players can join unless ALL PARTIES agree unanimously to the addition of another player. Please note this would require Intent to be redone which can be messy - DO SO AT YOUR OWN RISK. This will effectively lock the scene until the PVP Consequences phase is completed.
PVP Actions
When a PVP intent is declared, roleplay is paused and all players nearby must stop moving. Every character in range of the PVP Intent will recieve an RPR status to verify that they are in the encounter. All players able to see the intent must choose either PVP Join, PVP Observer or PVP Surrender. When all players have declared their intentions, any player may propose mechanical PVP. If all players agree, proceed with mechanical PVP. If any player does not agree, proceed with dice PVP
- 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.
- Pre-Buffing - Any buffs, magical effects, or powers you have active before PVP intent are valid. However, once intent is called, you cannot buff yourself with a spell until combat initiates and your turn starts.
- Roll Initiative - This will be used to initiate combat and determine turn order.
- 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.
- Counterspell - TODO - GET EXACT INFO - Will stop the next spell cast by the target. (Is this Reflex, Bonus, or what?)
- 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.
- 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.
- 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 or fight normally. If a character is immobilized, restrained, or affected by any condition that would logically prevent them from flying - they will be required to fall to the ground and take fall damage normally. In order to fly in PVP, you must have your flight ability activated (if applicable). Players may not fly at all during mechanical PVP.
- Experience - Players must participate in legitimate PVP in order to obtain the daily XP token during the consequence phase. Abusing RPR mechanics to simply generate these tokens is considered cheating. If you generate one of these accidentally without PVPing, please open a ticket so we can delete it.
Normal 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.
- After the PVP is completed, you may move on to determine PVP Consequences.
Skirmish
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 will escalate the encounter to a Normal PVP.
Consequences
Refer to: PVP Consequences
Mechanical PVP
Mechanical PVP is not formally supported.
Mechanical PVP is allowed after PVP intent if both parties mutually agree to it. 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.
- 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.
- Be sure to disable god mode if you pvp. If a fight begins and it is determined one or more participant was using god mode, the entire fight is invalidated and must be restarted. Using it to intentionally win is cheating.