More actions
Define all actions here.
Move stuff from old PVP rules to here
- 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.