Combat Rules
The form of combat used on Origins of Sin is Dice Combat through our HUD.
In Origins of Sin, it's crucial to acquaint yourself with the Combat rules. These rules encompass the nuances and factors that must be taken into account during Roleplay Combat.
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 permitted.
Rules are subject to change. Exploiting oversights at the expense of other players will result in consequences.
Commonly Asked Questions:
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 aggressive or antagonistic RP towards you, it will make you the aggressor.
*** We encourage players to reach out OOC'ly with other parties to coordinate 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.
Initiative Roleplay for Combat
Rolling Initiative:
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.
Terms, Definitions and Examples:
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.
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.
3. RP Aggressor: A player who RPs aggressively that could lead to a fight, a player who RPs aggressively is not always the Combat Initiator.
4. Combat Initiator: A player who has rolled initiative first, the player who rolls initiative first is not always the RP Aggressor.
White Knighting
Definition: Someone who steps in to defend another person without asking if that person wants to be rescued or defended.
Verify that the player being saved WANTS to be rescued.
All Parties (The "White Knight", The "Bad Guy", and the "Victim") must OOC consent to white knight roleplay. The only exception is if the beginning of the Roleplay is witnessed by the "White Knight" in a public RP space. We still recommend communicating with all parties before committing to Roleplay.
Calling for Help
Before the Initiative Roll, When calling for players IC'ly for help with 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.
Attack on Combat Roll
When attacking, a player can choose to:
Post their attack first, then make a vs. roll against their opponent to determine if the attack was successful, or;
Roll vs. their opponent first, then make a attack post with the outcome as part of the post, however the opponent may choose how that outcome affects them.
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.
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;
Prevents a player from being ambushed after a fight on low HP and;
Allows for healing RP's to be started, For more information see 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.
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, No Healing Stat Required!
Healing
Combat Healing:
Not everyone can perform combat healing. In order to keep this an IC role, we will be accepting applications for healer status so that the RP remains organic. (The form is available in-world at the OOC Landing Zone embedded in the notecard version of the Combat Rules notecard.)
- One (1) stat point is required to become a Combat Healer.
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.
If the heal is successful, only one (1) health point may be recovered.
A ratio of one (1) healer for every three (3) ally players is standard. You can have healers for 2v2 or so etc if agreed upon OOCly (considered an agreement in the interests of RP), but in the interests of keeping combat from taking to much time nothing over 1:3, 2:6, 3:9, etc. is standard.
Fleeing Combat
Players can only attempt to flee from combat ONE time.
On the HUD, select the dice button, 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.
If you successfully flee a scene but decide to stay around IC for more than one post round (in order to see reactions to your departure/flee post), you negate your flee and combat can resume. Players are welcome to remain OOCly when an observer tag on.
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 on 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, the non-aggressor has 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.
Victory Phase and Capture RP
The winner of a fight has the right to claim Victory Phase (capture RP) 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: A Helheim Guard wins, so now they may arrest/capture the 'loser'.
Nomads are not entitled to factional protection.
As always capture roleplay is consent-based.
Protected Faction Areas:
Upper Helheim - Helheim Citizens Protected
Main Cabbala Cavern (from the staircases to the Keep only) - Cabbala Citizens protected
The following are forms of Capture RP:
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.