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The form of combat used on Rizali is Dice Combat through our HUD. 

  • ​Free Form Combat is allowed as long as ALL PARTIES involved in the combat agree. Refer to the Code of Conduct to avoid Metagaming, Powergaming, and Godmoding.

  • No other HUDS are allowed.

 

WHITE KNIGHTING: 

  • Definition: Someone who steps in to defend another person without asking if that person wants to be rescued or defended.
    -> Make sure that the player being saved WANTS to actually be saved before coming to the rescue.
    -> ALL PARTIES must OOC consent unless you are all in an open RP space.

 

CALLING FOR HELP:

When calling for players IC'ly for a fight:

  • You can ONLY use local 20m. Anyone within 20m can be called to fight.

  • You do not have to use their name.

  • If one or both people call for help, the players who are within range/showing up must be given time to post in BEFORE initiative can be rolled.

  • No one is allowed to TP into a scene or fight. 

 

HEALING:

Healing can be fun and add a whole new flavor to combat! it can also unnaturally draw them out. So, that being said, a few rules and regulations are in place to try and keep things fair and rolling. 

-The ratio is 1 healer for every 3 ally players.

The healer may utilize their turn to attempt a heal on another player. Only 1 completed heal on each ally per encounter.

 

Out of Combat Healing: 

  • It takes one (1) hour to heal up to full health either on your own or through healing RP that anyone can do. 

 

Combat Healing: 

  • You may elect to heal during combat, but your roll to heal will take your turn and you’ll be unable to make an attack during that turn.

  • Healers may not heal themselves, though a player may elect to take a heal potion to heal themselves and also forfeit their attack for that turn. You may only use one healing potion per combat.

 

During combat to be able to heal another person, there are some rules to keep in mind:

  • Roll 11-20 for a successful heal.

  • Your heal is your turn.

  • A player may only receive one successful heal during combat no matter the number of healers present, though can use an additional healing potion for extra healing

                (This is to prevent combat from being too drawn out​.)

  • If the heal is successful, only one (1) health may be recovered.

  • A ratio of one (1) healer for every three (3) ally players at maximum. You can have healers for 2v2 or so on, but to keep things from drawing out forever, a ratio should be in place to keep it from getting out of hand. Nothing over 1:3, 2:6, 3:9, etc. Anything under is acceptable.

 

INITIATIVE RP​:

Definitions: 

1. Antagonizing RP: Roleplay that is intended to cause someone to become hostile towards your character.

  • ex: "You're a dirty human and you disgust me." In some instances, this can be considered Aggressive RP.

2. Aggressive RP: Roleplay that is in the form of telling someone that your character wishes to do bodily harm to their character OR roleplay that attempts to do physical harm to another character.

  • ex: "I am going to split your skull open."   

  • ex: Aigie Ryder attempts to grab their wrist in order to yank them forward.

            -> Considered RP that leads to Initiative Roll in order to start Combat.

 

At least two (2) posts of Aggressive RP (from the intended Combat Initiator) must take place before initiative can be rolled. BEFORE initiative is rolled, either party can call for backup (within 20 meters). Time must be given to allow for backup players to RP into the scene/potential fight.

 

Q: When is it ok to not have two (2) posts of Aggressive RP to roll initiative?

A: When it has been agreed by ALL players involved to start initiative without RP. 

 

Q: Is Antagonizing RP considered Aggressive RP? 

A: There are varying degrees of what people consider to be Aggressive RP. Are insults on the lower spectrum cause to lead to initiative? It could in excess. If you are going into another faction slinging around insults and threats at a group this can potentially be considered Aggressive RP and refusal of attempts to roll initiative on you could be seen as avoiding consequences. 

 

*** If you choose to attack someone outside of a verbal threat it will make you the aggressor.

 

*** We encourage players to reach out OOC'ly with other parties to coordinate such attempts to start combat so that everyone is on the same page. This doesn't necessarily mean you have to plan every attack, but simply be courteous while you're RP'ing with others. 

 

ROLLING INITIATIVE: Commonly accepted

  • The player with the highest initiative roll is the one to attack first and then it goes in order from highest to lowest. Ties can be rerolled.

  • Rolling initiative in a 1v1 or 1vGroup is consenting to the fight and must be played out unless OOC consent has been given to call it off from both parties.

  • Combat is LOCKED once the first initiative has been rolled and no one outside of the present RP is allowed to enter the fight.

    • If help has been called (20m range), initiative must be held off until those wanting to respond within the 20m range have arrived and posted in.

  • If initiative from an aggressor has been rolled, and no prior RP has taken place, the one being aggressed upon has the right to walk away.

  • If a player enters a kingdom’s walls where guards would logically be, then player guards are able to initiate combat if someone has broken IC laws.

    • The person who has broken IC laws in front of a player guard has started Aggressive RP as it is a physical action that has taken place. 

  • Calling NPC guards/summoning familiars is acceptable, however they do not have a separate health pool. If the NPC is damaged, the player is damaged. If the NPC loses, the player loses.

    • NPC guards/summoned familiars use the health pool of the player that summoned them.

​

     RP Aggressor: A player who RPs aggressively that could lead to a fight.

  • The player who RPs aggressively is not always the Combat Initiator.

 

     Combat Initiator: A player who has rolled initiative first.

  • The player who rolls initiative first is not always the RP Aggressor.

 

 

ATTACKING:

When attacking:

  • Post their attempt first, then make a vs. roll against their opponent to determine if the attack was successful.

 

The fight is over once a player has lost all of their health points (3).

  • The opponent only loses a health point if the attacker’s roll is successful (a hit).

  • The attacker does NOT lose a health point if the attack is NOT successful (not a hit).

 

Ties result in a reroll.​

​

FLEEING COMBAT:

Players can only attempt to flee from combat ONE time.

  • On the HUD, click on the dice button and then Combat, then click Flee 1v1 or Flee 1vGROUP.

 

When rolling flee vs a GROUP, your flee roll is against the entire group.

  • This will add your sneak modifier.

  • An attempt to flee is successful if you roll above a 15. 

 

The IC Aggressor and Combat Initiator ARE allowed to attempt to flee from combat.

​

  -->> Fleeing in 1 v 1 Combat:

The player who is the RP Aggressor leading up to initiative cannot say ‘no’ to a 1v1 if the Non-Aggressive player has rolled for initiative when proper RP has taken place just prior.

 

Ex: Player 1 starts RP’ing that they are going to attack and capture Player 2. Player 2 rolls for initiative. Player 1 cannot say ‘no’ to consequences of their RP starting something with Player 2. They can, however, use their one attempt to flee.

 

If the person who is the RP Aggressor rolls initiative after proper RP has been given, the Non-Aggressor CAN say no, but under the knowledge that it could possibly condition other players to not want to RP with them in the future.

 

  -->> Fleeing in 1 v Group Combat:

A ratio of 1:1+1 per combat is encouraged to keep fights fair. The exception is if all parties agree to there being more than one.

 

A player who is NOT the RP Aggressor or Combat Initiator CAN ask for a 1 v 1 with the player who rolled initiative first, or with the player they were originally RP’ing with.

  • If a 1 v 1 has been denied, and the Non-Aggressive player has not indicated they are ‘prey’, then they have the right to run away.

 

A player who is the RP Aggressor, but NOT the Combat Initiator, cannot say ‘NO’ to a fight if proper RP has taken place prior. However, the RP Aggressor who was initiated ON has the right to ask for a 1 v 1 with the player who started initiative or with the player they were originally RP'ing with.

  • If a 1 v 1 has been denied: the RP Aggressor must fight 1 v Group.

  • If a 1 v 1 has been agreed upon: no other players may enter into the fight.

 

END OF COMBAT:

When combat has ended, no one involved in the fight can fight again for another hour.

  • This allows for Victory Phase (capture RP) to be sorted out and allows for healing RP's to be started.

  • For more information on healing, see Advanced RP rules.

 

​

WINNING AND CAPTURE RP:

The winner of a fight has the right to claim a win outside of protected faction areas. The exception to this rule is if a fighter wins within protected faction areas that they are a citizen of. Ex: an Odelia Guard, so now they may arrest/capture the 'loser'.

 

  • PRIVATE FREEFORM CAPTURE: Discussion to determine outcome, length, and storyline. OOC Consent and Discussion.

  • PRIVATE DICE CAPTURE: Discussion between players to determine outcome of dice victory, length and consequences. OOC Consent and Discussion.

  • GROUP DICE CAPTURE (Storyline or Fight): Declare willingness to be captured on titler, once willingness is determined and someone selects them to be a captive, the two role-players discuss length and storyline. OOC Consent and Discussion.

 

If the captor(s) in question does not provide roleplay to the captured, then the captured can reserve the right to leave the scene after informing one of the members of the group.

  • One (1) hour of no roleplay allows for time enough for escape if wanted. 

  • Make a note to tell your captor(s) that you are leaving.

  • Cap-swapping is allowed by consent of the captive.

 

Limits MUST be discussed either in IMs or in an Avatar’s profile section.

  • Any roleplay consequences of concern or approaching limits should be discussed in IMs to find an outcome agreeable to all parties.

  • Fade to Black requests should be respected.

  • If RL gets in the way of a scene, allow for the capture to end or reschedule the scene.

 

Killing a player’s character MUST ALWAYS be agreed upon by the player whose character would be killed.

 

FOR ROLEPLAY INVOLVING FACTIONS:

  • If you wish to set a limit to your capture time, please contact the other parties involved before commencing in the roleplay. The group in question has the right to refuse the roleplay on this premise. We do understand that nobody likes to be captured and not get RP, so we encourage you to reach out to your captor if this happens. If no resolution can be found, then you may leave the scene by way of escape. If involved in a faction capture, reach out to your captor or any of that faction and if no resolution can be made reach out the faction lead. Remember the sim is all about consent, but we do encourage you to let the RP play out and if you aren't comfortable with something to reach out OOC'ly.

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