Howling Hills is a dice-based Second Life® Roleplay Sim. The rules listed below are the standard default rules for our sim. Players may use different damage or dice rolls in player vs. player combat only if all participants in the scene agree. If a DM (Storyteller) or Event Host creates specific combat rules for their scene, those rules must be followed by anyone who joins.
COMBAT SEQUENCE
Player 1: Posts their attack/action attempt > Rolls for the outcome.
Player 2: Rolls to defend > Posts their attack/action attempt > Rolls for the outcome.
Player 1: Rolls to defend > Posts their attack/action attempt > Rolls for the outcome.
ACTIONS: Attacks, Magic Casting (Healing, Summoning, Defending, etc), Attempting to flee.
BONUS ACTIONS: Using Potions (Healing & Mana), Mana Batteries, and non-magical defending others.
STARTING AND JOINING COMBAT
Once Initiative is rolled, combat begins.
Anyone wishing to join the fight after initiative must obtain group consent. Without consent, new players can only' observe in-character. (IC).
If a player in combat verbally or physically provokes an observer, ICA=ICC (In-Character Actions = In-Character Consequences) applies. Provoked individual no longer requires group consent to join a fight after Initiative.
Example: Bob and Joe were fighting, Bob called Joe's boyfriend that's watching a stupid mutt.
AFTER COMBAT GRACE PERIOD
Once combat concludes, a 3 post grace period follows, allowing fighters a moment to recover. During this time, the victor may choose to capture an opponent, retreat, or communicate other ideas before any further combat resumes.
During this grace period, fighters can't be forced into a new combat encounter.
At the end of the day, Joining Combat, Starting Conflict, and even Derailing scenes comes down to OOC Communication!
20 Sided Dice
1 = Critical Fail | Missed, No need to Defend unless a tie.
2-19 = Success | Defender may roll to Defend/Block
20 = Critical Hit | Attacker wins if defender doesn't tie.
Tie = If the roll is a Tie, its a reroll. Nat 20 Included.
COMBAT ACTIONS
Players have only 1 Action & Bonus Action per Turn.
COMBAT CLASSES
Caster: 6 Mana, Can Heal self w/Magic
Hybrid: 3 Mana, Can Heal self w/Magic
Melee: No Mana, Can't Heal self w/Magic
(Others Players can heal Melee classes with magic.)
HUD Physical Attack Button
All attacks that are physical based, even if abilities a mundane human wouldn't have as long as its not actively casting magic.
Example: Using superhuman strength to punch someone.
HUD Magic Casting Attack Button
All attacks that are actively using magic to cast a spell.
All Magic Casting Actions cost 1 Mana.
Example: Conjuring a fireball to throw at someone.
Warning: Using non-mundane attacks outside the veil will cause corruption. See Corruption Page for information.
HEALTH SYSTEM
Base Health: 3 hearts, max 5 with items.
Recovering Health: Players can only recover 1 Health per combat.
MANA SYSTEM
Base Mana: Can only add 2 Extra with Items.
Recovering Mana: Players can only recover 1 Mana per combat.
Using Mana after it reaches Zero causes a permanent point of corruption.
CORRUPTION SYSTEM
Base Corruption: 3 points (Per Character)
Getting 3 points of corruption, results in Permanent Character Death by Aberration change. Magic Abuse corruption points are permanent.
Extended Information on the Corruption Page
Playing aberrations requires approval through a lore ticket.
Projectiles & Magic Weapons & Items
Can use either Mana or Physical.
Must declare if a Weapon uses Mana or Not at the Start of Combat.
Supernatural Attacks & Abilities
Can use either Mana or Physical.
Must declare if a Supernatural ability uses Mana or Not during the attack. We trust our players to define what they feel ability wise is magical and what is not. It may be different for each player.
Located In: ADVANCED COMBAT RULES
Healing & Recovering Mana
Mana Batteries
Health & Mana Potions
Summons/Minions
AOEs & Defending
What Happens when a Player reaches 0 HEALTH?
When a player reaches 0 HP, they are out of combat and unable to healed back in. Whether unconscious or simply too exhausted to continue fighting, they remain in a critical state.