To facilitate RP combat, Jorcal (Oz) developed a system utilizing the in-game /roll system to carry out RP fights. When two or more characters decide to engage in RP combat, this rolling system helps not only to prevent characters from godmoding, or from dominating a combat scenario with too many actions per turn, but also gives some structured uniformity for those who prefer it.
The Rules - OverviewEdit
Although members are free to modify this system to suit their needs, in general, fights proceed as follows: each character begins the fight with a number of hit points. A roll is used to determine the results of each attack. On a succseful attack, the defender loses one hitpoint. A critical hit costs two hitpoints and allows the attacker to roll for another consecutive attack. When one character reaches 0 hit points, they are defeated (whether that means they are dead, incapacitated, taken into custody, etc.).
Rping the combatEdit
In order to rp the combat, when it is your turn, type out the start of your attack - lunge, aim, etc. Then roll to see your result. Your opponent will then generally type out the continuation of your attack - if successful, indicating the injury that is done, if not successful, indicating the escape or parry. This system can be adjusted if the two players agree to a different system.
Remember to keep track of how many hitpoints you have left and to roleplay your level of injury - out of breath, wincing, favouring a side, not using a limb that is seriously injured, applying pressure to a wound that is bleeding. If you hit 0 hitpoints, type out the way in which your character is now incapacitated and out of the rest of the rp - passed out, captured, etc.
Never rp an injury to another character that could only result in their death, unless the player has indicated, before the rp started that he is willing to kill off his character.
Starting the combatEdit
For groups of more than 2, before combat begins, the order of rolls should be decided. If the combat is one against many, normally that one is allowed an attack in between each of the opponents. If a larger group splits up into smaller groups, each group may run their own combat independant of the other groups.
The number of hitpoints each character starts out with depends upon their level in the game, to simulate levels of experience.
Starting number of hitpoints:
(up to level 30) - 5 hitpoints
(levels 31-48) - 8 hitpoints
(levels 49-50) - 10 hitpoints
Rolls are made by typing /roll into the chatbar. A random number between 1-100 will be generated for those within your party to see. If you are roleplaying with a member of the opposing faction, it is good form to announce your rolls OOCly in /say, since rolls are not visible across factions.
(1-30) Results in a miss - the defender loses no hitpoints.
(31-70) Allows a counter roll from your opponent to dodge or counter attack. If the defender rolls higher than the attacker, the hit is succesfully dodged or countered.
(71-89) Hit - The defender loses 1 hitpoint.
(90-100) Critical Hit - The attack was so succesful that the defender is stunned, or knocked back, etc. The defender loses 2 hitpoints. The attacker may roll for another attack immediately.
Critical hits when already seriously injuredEdit
When, and only when, your character is at half or less than half the hitpoints the character started with, any critical hit, and only a critical hit, brings with it a bleed effect - at the start of the following roll, unless someone has healed you in the meantime, you lose another hitpoint.
A player may choose to skip an attack turn in order to focus on an upcoming attack. In this case, the roll order continues. When that player's turn next comes around, a +10 bonus is applied to his roll result for that attack.
Focused attacks are not cummulative - you can't skip more than one turn in order to apply more than one bonus to a roll result.
A player may, at any point, choose to attempt a heal instead of an attack on his turn. Successful or not, the attempt at the heal counts as the turn and the player does not then get to roll an attack for that turn.
In order to succeed at a heal attempt, a roll result of 50 or better must be obtained. The player may attempt to heal his own character or another character. A successful heal restores 1 hitpoint, unless the character has a bleed effect from a critical hit while seriously injured, in which case the successful heal removes the bleed effect and that character does not lose 1 hitpoint at the start of his next turn.
A roll result of 90 or better on a heal attempt produces a critical heal, which restores 2 hitpoints to the character being healed. The two restored hitpoints obtained from a critical heal cannot be split between two characters, they must both be applied to the same character.