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Combat Roleplay Rules - Printable Version +- StarFell Forums (https://forum.starfell.online) +-- Forum: StarFell Forums (https://forum.starfell.online/forumdisplay.php?fid=1) +--- Forum: Welcome (https://forum.starfell.online/forumdisplay.php?fid=2) +---- Forum: Rules (https://forum.starfell.online/forumdisplay.php?fid=9) +---- Thread: Combat Roleplay Rules (/showthread.php?tid=55) |
Combat Roleplay Rules - Gaea - 07-11-2024 Combat Roleplay (or CRP for short) is a crucial aspect of roleplaying. It enables characters to experience dynamic development, advance plotlines, and contribute to building a collective narrative. To ensure CRP serves as a structured and engaging method for resolving conflicts, the following rules provide a clear methodology for conflict resolution.
Rule 0
The most important rule of Starfell's CRP is flexibility: Combat Roleplay does not need to be uniform. If all involved parties agree, they may roleplay combat in any manner they choose, provided they do not violate any redlines for magic, races, or other existing rules.
Combat Default
The goal of the Combat Default rules is to ensure that all involved parties experience character growth and leave a lasting impact on the roleplay.
Initiating Combat:
To decide the first emote, all players will roll a 20-sided die. In case of a tie, the tied parties will reroll to determine the higher roll. Turns will be ordered from highest to lowest roll, and this order will persist for each round. Each turn, a player is allowed to perform any two of the standard actions listed below.
Standard Actions:
- Movement (4 blocks) [May be chosen twice]
- Attack or Block [These actions cannot be combined; one must be chosen over the other]
- Dodge [A dodge action involves at least 2 blocks of movement. The two blocks used in a dodge do not count as a movement action. Must be done before an Attack/Block actions]
- Casting [Can only be used with a movement or interaction action]
- Interacting [Such as switching a lever or tossing an item]
Notes:
- Drawing or switching weapons does not count as an action.
Flight Rules:
Due to the nature of having races with animalistic features, a natural topic to address is flight. Avian-type kobolds will not be barred from flight but, for balance reasons, will be restricted to two uses of flight within CRP. Once per combat, an avian kobold can spend their attack/dodge action to hover for [1] emote, preventing trips and some land-centric attacks. Additionally, avian characters can ‘glide’ from a great height, falling 1 block per emote until they land. In all scenarios, narrative flight capabilities cannot be used to access places that cannot be reached otherwise without the permission of an attending ET. Flight does not increase a character’s speed and cannot be used to escape CRP.
Reach Rules:
To make a valid attack action, a character must be in an adjacent block to their target (including diagonals). Characters wielding weapons such as polearms or spears can make attacks from two blocks away in any direction.
Racial Abilities:
While each race is something close to peak human condition, this rule can be twisted to not only encompass the level of pure strength, but rather an overall performance level. This means that smaller characters can interpret their strength as a speedy, rapid fire agility, and a large creature can rely on slow, heavy hits. This is to say, no matter what your character is, the sum total of their strengths should be on par with a peak human.
Ranged Weapon Rules:
- All emotes spent to use a ranged weapon must be Attack actions.
Recurve Bow:
Emotes: 2 emotes (Notch and Pull, Aim/Shoot)
Range: 30 blocks
Horseback: Yes
Damage: Can easily puncture unarmored skin and cause potentially lethal injuries. Can still penetrate through gambeson, and cause heavy bruising through multiple thick layers of cloth. Unlikely to cause anything beyond severe bruising to areas with metal armor.
Composite Bow:
Emotes: 3 emotes (Notch, Pull/Aim, Shoot)
Range: 40 blocks
Horseback: Yes
Damage: Capable of causing serious or lethal injuries to unarmored targets. Can penetrate or severely damage padded armor. Less effective against metal armor, but can still cause significant blunt force trauma or penetrate gaps.
Longbow:
Emotes: 3 emotes (Notch, Pull/Aim, Shoot)
Range: 50 blocks
Horseback: No
Damage: Longbows can generate tremendous force, easily penetrating flesh and causing lethal injuries. Capable of penetrating or severely damaging padded armor, potentially causing lethal injuries. Arrows can potentially penetrate thinner parts of the armor or exploit gaps, causing significant injury or blunt force trauma.
Sling:
Emotes: 2 emote (Load/aim, Fling)
Range: 20 blocks
Horseback: No
Damage: Can cause fractures and severe bruising, and even lucky fatal blows to unarmored foes. Still effective at bruising through gambeson, but less deadly. Very low effect to heavily armored foes.
Javelin/Spear:
Emotes: 2 emotes (Aim, Throw)
Range: 20 blocks
Horseback: Yes
Damage: Can cause deep wounds and lethal injuries to unarmored targets. Can penetrate padded armor with significant force. Can potentially penetrate or cause substantial blunt force trauma depending on the strike angle and force to metal armor.
Throwing Ax/ Improvised Thrown Weapons:
Emotes: 2 emotes (Aim, Throw)
Range: 10 blocks
Horseback: Yes
Damage: Can cause the unarmored severe lacerations and blunt force injuries. Can penetrate or cause significant damage through padded armor. Unlikely to injure through metal armor outside of lucky throws.
Throwing Knives/Darts:
Emotes: 2 emote (Load/Aim, Throw)
Range: 10 blocks
Horseback: No
Damage: Unarmored targets can suffer serious injuries with accurate throws. Effective at penetrating thin padded armor. Minimal penetration to metal armor, primarily causing discomfort or minor injuries.
Connection/Disconnection:
Arcane Magics:
- Each section of magic may have their own rules that add to or change connection rules. Please consult each magic for a more detailed understanding.
- Anything that would cause a disruption to intense concentration (ie deep wounds, loud sounds, hits to the head, bright flashing lights)
Druidism:
- Each section of magic may have their own rules that add to or change connection rules. Please consult each magic for a more detailed understanding.
- Anything that would cause a disruption to intense concentration (ie deep wounds, loud sounds, hits to the head, bright flashing lights)
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