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Polk's diceroll PvP RP system for conflict
#1
Polk’s SL2 RP combat system
This is an optional system intended for use in SL2 but can work in any rp environment. It is designed to provide a very simple yet concrete framework to allow roleplay to flow organically with combat. It is best used when both parties are collaborative, but is also restrictive enough that it can be taken at face value and simply used in a pure mechanical sense, meaning goodwill from the participants is not needed for it to function.
SUMMARY - You can just read this part
When hostilities start, roll opposed d20s to determine who goes first, then make a post detailing an attack on your turn. Roll opposed d20s for the result. Success takes away 1 hit point, and the victim reacts. Then, the other player acts. Characters generally have 3 hit points. When 1 hit point is left, the attacker can attempt a finishing blow to win the fight.


The rest of this document is simply guidelines to make things go smoothly, add rules to certain situations, and keep everything clear! Please have fun with this and modify it to your heart’s content as long as all parties agree.


IMPORTANT NOTE:
All of these rules can be overridden by a mutual agreement between the players. Note that this system must still follow SL2’s rules! Nobody can be killed without their consent. Have fun with this system, that’s the whole point. But follow the rules on metagaming, powergaming, godmodding, death permissions, not using abilities you can’t have, not supporting yourself with your own characters, and all other rules present here: https://sl2.fandom.com/wiki/Server_Rules 
COMBAT
Combat begins when two parties are aware of each other and hostile. Each player must roll initiative unless one of the players manages to get the drop on them via an opposed d20 roll, in which case they automatically go first. Failing stealth starts combat like normal. Equal initiative rolls means you roll again.


To defeat someone, you need to land a decisive hit or 3 normal hits. These 3 “hit points” represent either wounds or the character’s luck, resolve or stamina running out. When someone has only one hit point left, the attacker can end the battle with a finishing blow.


The result of a hit is determined by an opposed d20 roll. An equal result means the attacker succeeds. The victim of an attack can choose to give their opponent a bonus to hit. The attacker can choose to take a penalty.
NORMAL HIT:
A normal hit is any attack that can be performed by a character normally. It generally takes 3 hits to take down a person. If consent is given, a normal hit can deal 2 damage, or more (decisive hit or if you choose to have more HP).


Importantly, a normal hit cannot be something that outright kills or incapacitates an opponent unless they are at their last hit point.


Examples of normal hits:
  • Attacking someone with a weapon in a non-vital area
  • Casting a damaging or debuffing spell
  • Buffing yourself (as long as it’s relevant)
  • Starting a grapple with someone where you have advantage
  • Breaking free or taking advantage of a grapple
  • Healing (if you were injured, healing gives you an advantage expressed in damage, but doesn't recover your "hit points" even though it improves your condition RP-wise.)
Note that not all “normal hits” inflict direct damage. It can represent gaining an advantage in the battle.


Examples of finishing blows - CANNOT be used until the last hit point:
  • Trap someone, like using entangling vines or a wrestling chokehold
  • A killing blow (Only if death permission is given!)
  • Killing a vampire or lich in a non-permanent way
  • Incapacitating them, by knocking them out or capturing them

FAILURE on your attack roll leaves the opponent free reign to decide how they resist your attempt (see roleplay etiquette). This can be simply enduring or avoiding an attack or can mean that an attempt to gain advantage was met with an equal gain (for instance, both parties could buff up by the same amount).


In all cases, mutual agreement can overrule the system. For example, players might want to have more than 3 hit points, or cancel out two successful hits.


DECISIVE HIT:
A decisive hit (Or critical hit) is an action that allows you to defeat an opponent in one move while they have more than 1 hit point. It has nothing to do with mechanical criticals. A decisive hit requires consent of the victim. A decisive hit can generally be performed only in the following cases:
  • The hit exploits a major, specific weakness of the opponent (an elemental weakness is not enough. It must be something plot-related like a specific spell. Holy weapon vs a vampire is also not enough)
  • The opponent is completely exposed to the attack, either by surrendering or by being caught completely off-guard (only possible if stealth success is consented to by the victim)
  • The attacker has a major plot-specific power boost (Using a plot-relevant item or significant buff)

BATTLE END
Combat ends when an attacker succeeds a finishing blow. Generally, the attacker can capture their enemy, or kill them if consent was given. Reminder: permanent imprisonment requires permissions by SL2 rules. But even temporary imprisonment should require consent about stakes.


MULTIPLE COMBATANTS
This system is designed with duels in mind, but it can be adapted to a larger group of people. Simply allow participants to attack whoever they want, and use an initiative tracker. In the case of less target-specific moves like buffs or healing, it is advised to relegate them to flavor instead of the attack itself. For instance, you could cast a support spell, and then attack.


ADVANTAGE
Sometimes, a character is stronger than the other, or has an advantage like being on their own turf or having NPCs on their side (in a player owned house or event). Simply ask for an advantage if you believe you should have one. Be willing to give your opponent an advantage when it makes sense. You can add HP or give bonuses to all rolls. Bonus hit points could represent NPCs that you kill, for instance. Or a weak character could take -2 to all their rolls.


In addition, consider simply losing if your character couldn’t realistically win (lol).


SCENE LOCKING
An important note is scene locking. As per conflict rules, both parties should agree to scene lock if they don’t want random people to walk in on their fight. In that case, simply tell random passerbys to leave. Especially when fighting in camps, it’s probably best to not let every random person intervene on something that ICly could take maybe 2 minutes. Consult conflict rules and agree to that system for a more detailed system for handling consent and stakes, as well as details on scene locking: https://neus-projects.net/forums/archive/index.php?thread-7366.html . A good read if you want to perform a mugging or gank. (I don’t see what’s wrong with making simple villains who are insane, evil or racist though! Filler villains can serve a narrative purpose if used and roleplayed well.)


INTERVENING
If you allow people to intervene, have them roll initiative and refer to the “multiple combatants” section. Make sure both parties are ok with adding a player.


FLEEING
If a combatant wants to flee, they make a roll as normal on their turn. A success allows escape as long as it makes sense. A failure allows the opponent to make a free successful hit! You cannot attempt to escape two turns in a row. Consider giving penalties and bonuses if you wish. As with normal rolls, the fleeing party can give themselves a penalty, while the pursuers can give them a bonus. Consult fleeing rules and agree to that system if you want a more complete fleeing system: http://wap.neus-projects.net/forums/printthread.php?tid=5565 .
ROLEPLAY ETIQUETTE
The biggest obstacle to roleplay combat is godmodding and powergaming. In this section I outline guidelines to follow in order to keep the roleplay aspect of the battle cordial and fun, and keep things flowing. This is the general flow of combat:


1: Intro is freeform.
You can post whatever you want until you choose to roll initiative. You can roleplay things like buffing up, but it will not affect the outcome of the battle in a mechanical sense.


2: Attacker posts first
Generally, the attacker posts before the victim. The attacker can roll before or after posting. If they roll afterwards, they should wait for a reaction and roll before making a second post about their success or failure.


3: Defender reacts
The defender then posts a reaction about how they will react to the move. If they roll first, they can roll how they fail to defend. If they roll after making a reaction post, they should wait for the attacker to roleplay their success or failure and then the defender can post their final reaction.


4: Rp between turns
After the defender reacts and until the attacker roleplays their attack, both participants can make any amount of posts talking or doing things, as long as it doesn’t constitute gaining a big advantage. (you can get back on your feet after a hit for instance). Please wait until your opponent is done with their posts before you attack!


RP and goodwill tips:
  • [b]ALWAYS agree on the stakes. Death, imprisonment, maiming etc. BEFORE the fight. This is a rule of SL2![/b]
  • Don’t underplay receiving hits. It’s more fun if you really get slapped and get back up
  • Don’t overplay your normal non-finishing hits! Remember that SL2 characters are generally on the same power level.
  • Don’t humiliate your opponent more than necessary, it can be very frustrating OOCly even if things are kept purely IC.
  • Be a good sport and don’t get too frustrated about losing or being insulted.
  • Share any discomforts, disagreements or frustrations you have in a constructive way.
  • Share your concerns and hopes BEFORE the fight. Be willing to work with the other.
  • Be aware of your opponent’s desires and be a generous winner. For instance, you could ask them if they would mind a scar, or if certain treatment bothers them. Contribute to the story they want to tell, don’t crush them for your own desires.
  • Be ok with losing. The important part is crafting a good story, and all good stories end.
  • If you aren’t ok with the consequences of a fight, offer a retcon, defuse hostilities and leave before it gets to the rolls.
  • If your opponent gives you a bonus or gives themselves a penalty, consider being more generous on your end too. You can also agree in advance for such things.
FINAL WORD
Remember that this document is merely guidelines to allow some no-fuss rp combat. It is essentially a way to formulate into hard rules an environment for fair combat without having to deal with SL2’s controversial PVP system. RP combat, by nature, demands participants to show some goodwill for it to feel good. Be kind, open, and understanding. Collaborate!


So… Thanks for reading, and have fun!
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