Here are a list of guidelines that may help to keep combat fair, realistic and role-play interesting. Keep in mind these are just guidelines, not hard rules. Exceptions to certain things always exist, but try to be reasonable with them.
Revenland RP Dice: Marcus rolls a 1d100: 22
You've probably seen something similar in other sims before. What is it? A dice roll, that determines the chances of whatever it is the character of is attempting to do.
Dice can be used to determine where on the scale of "miss" to "powerful hit" an attack is. They can also be used to determine perception--as in whether or not someone has been seen by another. The latter is used for things such as attempted kidnappings and stealing from other characters; situations where one has to rely on their actions not being seen.
Dice is often misunderstood. Most people who prefer not to use dice believe that fights should rely only on the actions of the combatants. To them, dice not only adds in a more random factor, but determines for the player how effective their character's attack really is.
For example, when an attacking opponent rolls lower than their opponent, their attack was not successful. This could mean several things in role-play. The character may have missed, or the opponent may have blocked or dodged the attack. It is usually a more mature and kinder action to role-play that your character has dodged or defended himself against the attack rather than to role-play that your character just stood there while the opponent blatantly misses, especially if the opposing character is skilled in combat.
Those who dislike using dice believe it is better to determine the outcome of a fight through role-play alone, without the help of chance (dice). There are several players out there who can indeed fight without dice and have the good judgment to know that either character has a chance to successfully hit, miss, dodge, and defend. However, there are some who do not have the same ethics, and fights can quickly appear one-sided if a character refuses to take any hits but does not allow the other character to dodge or defend.
The chance results of dice cannot be bribed or persuaded. Dice offer more of a fair chance of allowing a character to attack or dodge (when the other character misses).
Some sims that use dice will insist that dice always be included in battles. Others are more lenient and let you the players decide. Those who use dice because it avoids one-sided fights may agree to not use dice if the other player or players involved are experienced role-players with good ethics.
1d100 stands for a single 100-sided die. In order to roll the die, one needs only put on their Revenland dice roller, found in the welcome package, and click the dice icon. If you decide to test out the dice roller, make sure you are alone as to not interrupt or annoy others.
Dice can also be used for determining perception. For example, Timothy is role-played trying to pickpocket Sir Marcus. To avoid any OOC drama, it is polite for Timothy's player to ask beforehand if his character can try and pickpocket him. And because Marcus's player is so awesome and easy-going, he agrees. Timothy's player rolls, and he asks Marcus's player to roll. If Timothy rolls higher, Timothy was successful. Perception is used in certain attempts, such as Theft Attempts, Kidnap Attempts, and so forth.
If both parties agree, they can forego using dice and just freeform their combat.
Here are some tips for determining what all one can do in a single post.
Each combat post is the equivalent of 5 seconds of real time.
The average person can run 10 meters in half a post; 20 meters if the entire post is dedicated to sprinting.
Normal Actions only need half of a post, giving time for two normal actions in one post.
Example: Dive-rolling and then kicking a leg, or drawing a sword and then swinging it.
Full-Round Actions need an entire post dedicated to that one action.
Example: Sprinting 20 meters or reloading a heavy ranged weapon.
Swift Actions don't take up hardly any time at all; several can be used in one post on top of other actions.
- Example: Talking, pulling a lever, etc.
Although these are just basic guidelines, there are exceptions. For example, a person with a haste spell might be able to do 3 normal actions in a post. A creature that can move faster than humans might move 15 meters in a single action. A person with a weapon in each hand may make two attacks in a single normal action. Use your best judgment when posting!
Give people a heads-up that your character is casting. Typing about visual cues like hand-waving or glowing, auditory cues like chanting or the sound of crackling energy, can help give people a heads-up that your character is casting a spell.
A spell may be canceled if someone breaks your character's concentration before you cast it.
Keep in mind that casting spells is very tiring. One cannot cast a fireball over and over again without eventually collapsing from exhaustion, even with mana potions and enchantments.
Magic should also be resistible or avoidable. Don't attack people with non-resistible, invisible forces that immediately appear where the victim is.
Weak and minor spells may be cast as a Swift action.
Examples: Conjuring a simple candle flame, using a Detect Magic spell, charming a broom to sweep.
The average spell and enchantment should take a Normal Action to charge/prepare and a Normal Action to cast, like ranged weapons do. An average spell is something no more powerful than a crossbow bolt, steel shield or utility tool.
Examples: A minor healing spell, Animate Rope spell, magic sword catching fire, armor turning invisible, activating magic items
Some spells are more powerful than average spells, such as a fireball that can blow up several people, or a healing spell that could heal a major wound. These take up a Full-Action Round to charge--sometimes more if it's a powerful spell--and a Normal Action to cast.
Role-playing taking a hit when you believe it's reasonable your character took a blow; like if the opponent was more skilled than your character, or if they used magic to help them, or if they outsmarted your character with a clever tactic. That being said, don't play a character who never takes hits--that's powergaming. Powergaming doesn't make you look cool. It just makes you the smelly kid nobody wants to share their milk with at lunchtime.
When your character does take a hit, don't downsize it every time. Firstly, it condescends your opponent's skills, and secondly, while you may want to protect your character, you must remember that bad things do happen; that's reality. It's okay to occasionally get lucky with only a tiny cut, but in the heat of battle, it's more viable that a person gets really hurt.
If your character does take damage, or are cursed or poisoned, ect, play it out properly. Don't just pretend to be mildly inconvenienced for 2 turns and then forget about the problem entirely; If you got stabbed in the gut you probably can't swing your sword and do backflips as well as you used to.
Most don't want to wait 15 minutes for a combat post. Sometimes it can't be helped; wrist injuries, slow typing skills, real life is distracting, or you're playing with a friend and they don't mind the wait (the best kind!). While we're not saying to make super short posts to compensate for longer wait times, you could consider cutting out unnecessary details. For example, your opponent doesn't need to know about auburn hair flowing in the wind, veins bulging in rippling muscles, or your character's thought process.