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Rules of Warfare


Nohadon

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These are (the pretty outdated) Rules of Warfare for the Alleyverse. Please read them carefully

IMPORTANT:

the good of the 17th shard comes first, do not derail threads or host fights anywhere outside of: RPG, Social groups, PM’s and (rarely) in the odd introduce yourself thread

all new members are listed as non-combatants, these people should not get tied up in the alley wars unless they say so otherwise, new members have a 1-month grace period in which they cannot die unless it is in self defence.

FIGHTS: Fights will occur on separate threads in the role playing area.

Whatever thread you last posted on in character, that is where your character is.

Assassinations will occur in private chats, unless they are disguised attempts (IE: Exploding monkeys) if you are the victim of one and have ample ability to get assistance, add allies to the PM

Duels are a special case, death CAN happen there, with the same penalties, but if over 50% of the audience enjoyed the fight, they can be made a "returned"

COMBAT SYSTEMS:

Spoiler

Combat is cyclical [turns are taken in a regular series of rounds, each player going one after another].

On their turn, the combatant may do any action that would realistically take less than 10 seconds to complete from the viewpoint of an observer [Note: speed bubbles would allow you to do more]. For almost all purposes, there is no relevance to the end of a round or the beginning of a round.

On their first turn, each member is unaware of their adversary unless they have reason to be [eg. prearranged duel] (and thus has not prepared any actions or items beyond what they normally would have in the course of their day-to-day activities/what their base character has). On their first action, the members become aware of each other.

The initiator of the violence goes first, followed by their opponent. If there is more than two members engaged, then the order alternates between the initiator’s team and their opponent’s team until every member has taken a turn, at which point the round ends.

A character who successfully surprises another gains a surprise advantage. This advantage halves the damage of any attack the surprised member attempts until the surprise advantage ends (after the first round, but it may be extended at the leisure of the mediator). An attacker with a surprise advantage also gains an extra turn immediately following their first turn, if the mediator thinks it logical and needed given the circumstances.

During a member’s turn they may choose one or more of the following options (or another if the mediator allows it). The mediator keeps a running tally of the effects of all actions on player’s health. Health is determined using a hit-point system. Each player starts with 100 HP, and has HP subtracted from their total until they reach zero or less, at which point they die. A player can not lose more than 90 HP in a single round. Any actions effect on HP is determined by the mediator.

a.       Attack. A player that attacks another may use any reasonable means at their disposal to harm another player. They describe their attack and their intended outcome. If the mediator disagrees with the suggested outcome, they may change it. No godmodding is allowed. If an attack also damages the attacker, then their HP may be modified accordingly. For example, a bomb blast where both members are within range.

b.       Defensive action. A player may use reasonable means to prevent themselves being harmed. Examples include modifying their HP through healing, or preparing defenses like shields.

c.       Sense. A player may attempt to use their senses to discover new information. The success of the sense action is determined by the mediator, who will use a random die roll to decide how well the player does. The mediator will then tell the player their results.

d.       Other action. A player may choose to complete an action that has no effect on their opponent or them. For example, moving.

You can do more than one type of action if it’s still within the time restraints of the round. For example, run 20 meters and shoot your bow.

A player may not act on knowledge that they have no logical reason to know. For example, they can not diffuse a bomb hidden in a monkey if they do not know about the bomb to begin with. They can however attempt a sense action, which if successful would give them access to the knowledge that they seek.

 

Spoiler

A fight breaks out, each person starts with a certain amount of HP (lets say, 100 for now)

it's turn-based combat, with the moderator deciding who gets to go first.

the person who goes first gets to attack/move first, they can do up to three actions (other effects can increase this limit, like feruchemical speeds).

Possible actions include:
Making an attack
Moving more than 20 meters in any direction
Saying things over 50 words long

Bonus actions include:
Saying things less than 50 words
moving less than 20 metres
Burning/tapping metals
Breathing in stormlight

the person who goes second gets a reaction and three actions

the reaction must happen before any other actions can be made.

Once the first action has been called, the moderator describes it, and the second player must react, then counter, which the moderator then describes, the moderator chooses how he decides the outcome, suggested decision-making processes include:

1. Dice rolls (similar to D&D)

2. Most likely outcome

the moderator then subtracts the HP from the players and makes "debuffs" (like bleeding, concussed, unconscious, etc)

then the cycle repeats until one of the players either yields, (in case of a duel) dies or is knocked out.

the moderator will then pronounce the outcome of the fight, and then the fight ends.

of course, there are many variations, it's not just a single recipe, so the moderator may change up the rules a bit, especially in mass or team combat.

so moderators, use your descretion!

 

DEATH: Upon death, the character is lost, and the player need to create a new one. Unless the Unbiased ones as a group decide to revive them for whatever reason.

Anything that they may have had is removed upon their last death and given to the person who killed them. If that person is revived, or to be revived, then their stuff stays with them. You will be told asap following the death whether or not it is their last death.

If a guild leader dies (like me, @Mraize or @Voidus) we are unable to manage our guild until we are revived, the last thing we can say in management is to appoint an interim leader.

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There should be some permanent effects of assassination, or make it so only legitimate guilds are included in the 1 week time limit. If you are not a member of a guild that is legitimate, revival isn't an option. This applies to any of the benefits of this contract. Guild legitimacy is dictated by a post in the Social groups section.

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oh ok! so the death is permanent if you aren't part of a guild? but you can still join up if you die to get a 1-week revival timer?

and what do you think of the fact that if a leader of an official guild dies, they cannot manage there guild until they get revived, making the second in command the head until the week is up?

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8 minutes ago, MacThorstenson said:

Maybe not permanent, because I could see that ending badly if someone goes on a rampage, killing bystanders to force them to join a guild if they want revival.

I dislike that Idea. Alot.

ok, so the non-guild penalty is a two weeks? and why not? is the rule not fair? not being able to manage a guild for a week shouldn't be that big of a deal so long as you have people you can trust taking second in command! surely you have others who are as capable as you? if not, your DA is in a sorry state

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6 hours ago, Nohadon said:

We need a third party who officially declares people as dead, I would hope that a moderator would do this, but if anyone would like to be a mediator, please tell all of us in the responses of this thread.

Perhaps, if a Moderator does not take up this responsibility, then a Coalition should be put in place involving members of each guild.

I also don't think this should apply to groups/guilds that are strictly RP groups, such as KotC or HGC

Edited by Mraize
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38 minutes ago, Mraize said:

I also don't think this should apply to groups/guilds that are strictly RP groups, such as KotC or HGC

It should only apply to people who are participating in the alley verse, like the DA, the CoC and the ghostbloods

39 minutes ago, Mraize said:

Perhaps, if a Moderator does not take up this responsibility, then a Coalition should be up in place involving members of each guild.

 

A coalition sounds good, each guild nominates a member?

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Fine. I will accept the leadership restriction if I am killed.

If you're not part of an official guild, then you don't get a representative on the moderation. Or someone to officially complain to. That is your punishment. The coalition can also deal with extreme targeting of attacks, or any official inter-guild business that needs to take place.

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I like this a lot, we need order and structure. I accept the terms set forth at this time. i also accept @Nohadon nomination, I swear to try my upmost to uphold all guidelines and rules set forth and make any decisions at a coalition level without bias towards any individual and/or group.

Edited by The Forgetful Archivist
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I’d like to raise an alternate opinion.

I feel that the application of rules and strict regulations kills the fun and more casual atmosphere of the Alleyverse war. This is enjoyable as loosely guided endeavor where you have to find loopholes or plan ahead for assassinations and try to outthink the opponent, but if that air was replaced by a bland, standard punishment without workaround this would feel tedious, strained, and make the forum feel much more hostile. Additionally, it would make users feel compelled to spend all their time fighting instead of enjoying the site itself or the community.

TL;DR some framework is good, but don’t sacrifice the spirit or loose nature of the conflict.

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