Menu1.png Menu2.png Menu3.png Menu4.png Menu5.png

Our town uses a Custom Portal Add-on which offers seamless portals between zones. Download for best access.

Combat Resolution (Rules): Difference between revisions

From Hofborg

No edit summary
Line 9: Line 9:
:If you have not posted your OOC Limits in the [https://discord.gg/m6KnMD9UJ2 Hofborg Discord] server then you must negotiate them before starting conflict in our town.
:If you have not posted your OOC Limits in the [https://discord.gg/m6KnMD9UJ2 Hofborg Discord] server then you must negotiate them before starting conflict in our town.
;Dual Action Turn
;Dual Action Turn
:It is further assumed that your character can only perform two related actions per turn. This can include "raising your left hand to block while your right throws a punch", "pulling your sword to block an attack", or even "turning in place to aim a blow at someone behind you". But it can not include taking anything out of your pack and using it in the same turn, nor can it include using more then one item at all in a turn.
:It is further assumed that your character can only perform two related actions per turn. This can include "raising your left hand to block while your right throws a punch", "pulling your sword to block an attack", or even "turning in place to aim a blow at someone behind you". But it can not include taking anything out of your pack and using it in the same turn, nor can it include using more then one item at all in a turn, unless it's something like a sword and shield or dual weapons.
:A good rule of thumb is to recognize that each hand can perform one action, unless that action requires the use of two hands. Any act that includes moving your feet or turning your body ''beyond the span of an arm'' takes up one of two actions.
:A good rule of thumb is to recognize that each hand can perform one action, unless that action requires the use of two hands. Any act that includes moving your feet or turning your body ''beyond the span of an arm'' takes up one of two actions.



Revision as of 19:14, 19 November 2022

We are a predominantly free form combat community. However we use a basic set of Dice Rules from the Nighthaven guild when free form fails between players. We also have a recognizable format for group combat that we use with our game/dungeon masters. We will adjust rules as necessary.

Free Form

Our standard expectation is that all combat will be resolved in a free form fashion that does not include godmodding each other or using "super hero" level powers. This means you can only attempt an action on a player, it is up to them to choose if it lands or harms. If this common level of player courtesy is not working, then any player may request using the Nighthaven Dice Rules outlined below -- and everyone must agree to switch.

Turn-based posting
If there is combat role-play you must allow each person a chance to post before continuing with another post.
OOC Limits
If you have not posted your OOC Limits in the Hofborg Discord server then you must negotiate them before starting conflict in our town.
Dual Action Turn
It is further assumed that your character can only perform two related actions per turn. This can include "raising your left hand to block while your right throws a punch", "pulling your sword to block an attack", or even "turning in place to aim a blow at someone behind you". But it can not include taking anything out of your pack and using it in the same turn, nor can it include using more then one item at all in a turn, unless it's something like a sword and shield or dual weapons.
A good rule of thumb is to recognize that each hand can perform one action, unless that action requires the use of two hands. Any act that includes moving your feet or turning your body beyond the span of an arm takes up one of two actions.

Dice Rules

Nighthaven Dice Rules ©
For combat, the dice system is rather simple. You roll for attack and must role higher than your opponent's defense roll for a successful hit.
  1. One player rolls for attack and the other rolls for defense. A simple turn-based combat system with flexibility to hit one or multiple opponents.
  2. The higher the roll, the more damage you do. If you roll a natural 20, that's most likely either an instant take-down or you dealt one hell of a blow!! If you roll a natural 1, it's a miss or failed attack.
  3. In the event of a tie, where both players roll the same number. You simply must roll again and pray it's not a tie!!
  4. Best of 3 wins the match. If there are multiple participants, and this goes to dice, negotiate beforehand -- don't assume.

Combat Rounds

During DM Ran Events

The DM will post a ROUND ONE BEGINS into the group before combat. Each person is expected to make ONE post. Multiple line posts are acceptable. Please put (your name end turn) at the end of your post so that the DM can quickly see who has not posted yet.

If you are a slow typer, and the DM does not know this about you, please let them know before you post so they know to wait. Players go AFK and we don't want to exclude people or hold up the round unnecessary. If there is no indication that you are still typing, the DM will wait 2 mins after everyone else is posting before closing the round.

When the round is closed, the DM or their assistant will type ROUND ONE ENDS and then they will post the resulted of the combat.

Rinse and repeat.

NPC Guideline

As a community we do not generally approve the use of NPCs to solve issues. We expect that if you say "I have a contact who can help with ____", that you are speaking of a player-character, even if its your own alt. Preference will always given to characters who are actively participating in the storyline.

General
NPCs (including pets and summons) may not be used to solve “problems” outside of DM authorized events. This means that we continue to use NPCs for all our standard “trivial” needs such as bar tenders, cooks, store keeps, flavor pets, etc etc. This keeps the focus on the players and lowers the power level of any player to player encounters. (We recognize that ESO classes have marital pets and summons, but what we do for one we must do for all, and this is the simpler solution.)
DM Events
For every person involved in the DM’d event, another 4 NPCs may be used to solve quest plot lines. If we have 6 players we can use 24 NPC oarsmen members. This means that anyone RPing as a ship’s captain may make use of 4 of their NPC oarsmen. However, this NPCs can ONLY be used “off screen” of the main player action, and they can only be given one set of instructions per session. So we can send a ship or crew around to hold an entrance, or confront other DM NPCs, but after that instruction is given what happens and all of its details is now in the hands of the DM.