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Combat is with 1d100 dice (included in the welcome packet), unless all combatants involved agree to freeform. Do not pressure people into freeforming if they do not want to; if you do not wish to use dice, don't battle.

If a fight is to affect the loser (such as to kidnap, scar, dismember, enslave, take prisoner, or kill), it must be OOCly consensual between the players of the combatants.

The following apply to both freeform and dice battles, unless otherwise indicated.

▪ Health ▪

In dice combat, each combatant has 3/3 HP. A person who is at 0/3 HP is NOT dead, just unconscious or too weak to fight. At this point, your character is depleted of energy and magic until they are at 1/3 HP, and cannot start or enter a fight until they are at 2/3 HP. A person cannot re-enter the same battle they were defeated from.

▪ Healing ▪

No healing can be used during combat to heal the injured; both healer and the injured must not be in a fight in order for healing to be done. Only a single HP can be healed every 2 hours via first aid, healing magic, and healing potions, administered by someone else. A single hit point also heals naturally every 24 hours.

▪ Non-Adult Characters ▪

Any character that is not yet an adult takes a -20 modifier to their attack and defense dice rolls.

▪ Ties ▪

Each combatant involved in rolling a tie can reroll.

▪ Death ▪

Nobody should ever be forced to kill their character based on the role-play. Compromise OOCly in IMs on a solution. Only you the player can decide if you want your character to die. If someone is forcing you into a corner, please contact a staff member for help.

▪ Status Effects ▪

Status effects are anything that hinder a victim from attacking. A status effect can only affect one person and last for one round. The player of the attacked victim has the choice whether to accept the status effect and not attack in their next post, or to forego the status effect entirely in favor of taking 1 HP of damage. Once a status effect has been successfully used, the character cannot use another for 24 hours.
Examples: stun, blind, sleep, confuse, charm, fear

▪ Movement ▪

Movement can be made up to 10m in a combat post, prior to attacking.

▪ Melee Attacks ▪

Melee attacks are attacks made within close range of an opponent.
Maximum distance: 3 meters
Example: A punch thrown or sword swung at an enemy standing 2 meters away.
Post time: One post.

▪ Ranged Attacks ▪

Ranged attacks are attacks made with projectile weapons, or weapons that are thrown over a distance. Depending on the weapon, it takes one to two posts to use a ranged attack.

Note: Cannons, trebuchets, ballistas and other large weaponry may only be built and operated by sim factions and are not for individual or personal use.

• Thrown weapons 
Examples: rocks, bolas, throwing knives
Maximum distance: 5 meters
Post time: One post

• Spear, javelin, slingshot, sling 
Maximum distance: 10 meters
Post time: One post

• Bow, crossbow 
Maximum distance: 20 meters (21-50 meters with consent)
Post time: One post

• Guns (pre-16th century hand cannons), cannons*, explosive powder 
Examples: Matchlock gun
Maximum distance: 20 meters
Flaw: Doesn't work when wet
Dice: Rolling 1 is a backfire and subracts an HP from the attacker
Post time: Two posts (one preparation, one attack)
*Only sim factions are allowed to have cannons

• Heavy Crossbow 
Maximum distance: 20 meters
Post time: Two posts (one preparation, one attack)

▪ Magic Attacks ▪

▫ Preparation 

It must be apparent that your character is casting a spell.
Examples: Hand gestures, chanting, writing runes in the dirt, using a spell component

▫ Spell Interruption 

If the caster is hit between a preparation post and their casting post, they must roll dice to determine if their spellcasting has been interrupted. Both caster and their attacker roll for interruption. If the caster beats their opponent's roll, their casting is not interrupted. If the caster rolls lower than their opponent's roll, their casting was interrupted, and their last post of preparation does not count, and has to be redone in their next post.

▫ Charging Spells 

Each post dedicated to charging a spell provides the caster an extra attack dice roll during the attack post. This die may be allocated as the caster chooses, either towards an additional target or against the same target. Each successful attack results in another point of damage.

When rolling multiple dice in attacking, the defender(s) must roll the same number of dice in defense. The defenders' rolls are paired with the attacker's rolls in the same order they are posted.

▫ Types of Spells 

Not sure which type your spell falls under? http://media.wizards.com/2015/downloads/dnd/DnD_SpellLists_1.0.pdf has a list of D&D spells. Revenland Cantrips count as Lv 0-1, Lv 2-4 are average spells, and Lv 5-8 are strong spells. 9th-level spells are not permitted.

• Cantrip 
Type: Small tricks and minor spells
Maximum distance: 10 meters
Duration: One round
Post time: One post
Attack: One dice attack roll

• Average Spell 
Maximum distance: 15 meters
Duration: Two rounds
Post time: Two posts (1 preparation, 1 cast)
Attack: Two dice attack rolls upon completion
Note: Shape-shifting, even if not a spell, takes two posts to complete.

• Strong Spell 
Maximum distance: 20 meters
Duration: Three rounds
Post time: Three posts (2 preparation, 1 cast)
Attack: Three dice attack rolls upon completion

▪ Example of Dice Combat ▪

(If unsure of who should go first, initiative can be rolled. The higher roller gets to go first.)
Character #1: ((rolling initiative))
Character #1 rolls 1d100: 65 
Character #2 rolls 1d100: 37 (It's a lower roll than Character #1's 65, so Character #2 goes second)

(The combat now begins)

Character #1 role-plays an attack.
Character #1 rolls 1d100.
Character #2 rolls 1d100 in defense.
If the attacker (Character #1) rolls a higher number, their attack was successful. If not, Character #2 has dodged/been missed and was not attacked.

Character #2, on their turn, role-plays a response to the previous attack, as well as an attack against Character #1.
Character #2 rolls 1d100.
Character #1 rolls 1d100 in defense.

And so it goes, back and forth, until someone has no more HP to fight with.