COMBAT

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Rules

  • The max ratio of player combatants in any encounter is 2:1, however, if it is an unbalanced fight, the side with the lower combatant count can have reinforcements join in to shift the ratio to 1:1. 

 

(Example: a lone player is jumped by two attackers. A passerby sees this and decides to join the fight to aid the lone player. The fight is now locked with its combatants at a 1:1 ratio.)

  • Once the combat banners are set and the ratio is locked at 1:1, latecomers cannot join the fight. If one of the player characters Flees (or otherwise leaves the combat) after the ratio locks at 1:1, new combatants may not join the fight to try and balance the ratio again.

 

(Example: a lone player who was joined by the passerby decides to Flee. They abandon their new ally to face the 2 attackers alone. No one else can step in to assist the passerby who has put themselves in that precarious position.)

 

  • Players must be within the same district at the start of the conflict to join the fight and participate. You may not call for friends to rush in from other districts and/or cities.

 

  • Players that log into an active combat scenario must move out of chat range to allow the fight to conclude without it being bogged down by bodies and random chatter.

 

  • No fight can have more than 5v5 in a single encounter unless it is a DM guided event. This includes major attacks against other territories and factions. (Please contact a DM or admin if a fight might occur with more than 10 players!)

 

  • All large-scale combat scenarios, such as taking over a territory, should be organized in advance to permit both sides to mount proper numbers to make the battle worthwhile for all players involved. The staff requires 24 hours’ notice in this regard.

FLOW OF COMBAT

Establish Positions

The scene determines what positions your character will be in when combat starts. (IMPORTANT: once you have joined a battle, you are no longer allowed to move unless stated during your turn!)

 

Determine Initiative

Everyone involved in the combat encounter clicks on the combat banner which will roll your initiative, determining the order of combatants' turns.

 

Check Stealth

The players determine via rolls whether anyone involved is entering combat successfully with the hidden condition.

 

Take Turns

Each participant in the battle takes a turn in initiative order.

 

Begin the Next Round

When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

 

End of Combat

If combatants agree to cease fighting or one side has either been knocked unconscious, surrendered or fled, combat ends.

 

And that’s the basics of combat! These steps are further defined in the handbook.

CAPTIVES,RESCUES & MORE

Capture

No one may capture another player and ‘forget’ about them. This means you may not capture someone then isolate them and revoke their right to participate in role play exclusively.

 

Characters that are put in this position may contact a moderator to determine if they’ve been abandoned or ignored. This is measured by there being an excess of more than one hour of no role play for the captive, within reason.

 

Exceptions include captors who arrange to go offline and provide the captive with a public place to be held prisoner so other members of the captor’s faction can engage them in roleplay, or players who mutually agree to continue the capture RP when they can both be online again.

 

Captives cannot magically escape if they are receiving role play from their captor, or the group that is holding them prisoner.

 

Players can only take one person as a captive from each engagement they participate in. Example: in a 5v5, the tabaxi group is defeated by the human group. Each human can take one tabaxi as a prisoner if they desire. No single human can take all 5 kitties home with them.

 

Captives cannot use Instant Messages (IMs) or OOC chat, such as Discord or SecondLife group chats, to call for help to rescue them before they are taken away. No one has cellular phones in Waterdeep.

 

If a player feels they have been unfairly captured or that there is an OOC ulterior motive that they are not ok with, they may contact a Moderator to review the situation.

Rescue

A rescue must be composed of 5 or fewer rescuers. Rescues may only rescue (no capturing / killing any defenders, nor damaging the area they are held within). If a party wishes to attack with greater than 5, damage a faction headquarters, or kill / capture a defender, then a DM will be required (Please refer to the Claiming / Taking Over Territory rules). If a player logs in after the rescuers have arrived and the attempt has begun (even if combat has not yet started), then those players cannot engage the would-be rescuers. DMs can be called to oversee these conflicts to ensure fairness.

Rescue can occur when:

  • Knowledge of the capture and their location has been obtained. No single person can magically know capture has happened without a witness or proper investigative roleplay. (Minimum of 24 hours required on this step before a rescue may be attempted.)

  • There must be some representative of the defender’s faction online and nearby at the time of the rescue attempt. (Although prior communication/ scheduling with the opposing faction or players is not required.)

  • The above applies to stealthy rescues as well. The opportunity to roll against stealth and a chance to discover what is happening must be given to defender’s faction members.

Claiming / taking over territory:

  • If your group is claiming empty territory; also considered Neutral territory, you must schedule a DM led event to determine your success.

  • If successful, the group must hold and maintain the claimed territory for 1 week before establishing enough NPC presence to mount any sort of assumed defense while players are offline.

  • Taking over territory is deemed to be a large-scale combat engagement scenario and as such must include Moderators should this happen via combat.

  • Player owned territory takeovers (ie: The Zhentarim attempting to take over the Yawning Portal’s Inn) must be scheduled with the faction leadership prior to attempting to do so. This requires 24 hours notice.

  • If a faction loses their territory, they will have to find another area to reside in until they can try to retake what they’ve lost. Attempts to retake an area lost by any faction will need 3 days of prep work to do so.

Sabotage:

  • Instances of sabotage; such as vandalism, theft, destruction, tampering of items/equipment and so on, only requires role play provided via notecard to whomever is the recipient of said sabotage.

  • No one can destroy a building or area while no one is online to react to it.

 

DOWNSHADOW

CLAIMING OR TAKING-OVER TERRITORY

Conditional opening rules:

  • There will be 3 territories available on launch of Downshadow for gangs.

  • Gangs interested in attempting to take control over one of the 3 territories must submit a DM ticket and indicate which area they are interested in attempting to take-over.

    • DM tickets must be submitted before 11:59AM SLT on 2021-02-16.

    • If more than one gang is attempting to take over the same territory then they will have to fight one another instead, and the winner gains control of the territory.

  • After this period the standard take-over rules apply.
     

General requirements:

  • Have a MINIMUM of 5 active players in your gang.

    • Activity is defined by engaging with the community player base in roleplay.

    • The players must log in more than twice a week.

  • Only gang members may partake in the attempts.

  • A gang may control only 1 territory at any given time.

  • Gang members may not be in multiple gangs at the same time.

  • Players may only have one character that is in a gang.

  • Gangs must be deemed valid by a moderator.

  • Taking over territory is deemed to be a large-scale combat engagement scenario and as such must include Moderators & Dungeon Masters.

 

Take-over of already controlled territory:

  • There must be 3 days of role play preparing to take over a controlled territory.

  • The attacking gang’s leader must contact the defending gang’s leader over establishing potential time(s) and day(s) of the two attacks.

    • Fights consist of at most 5 players vs 5 players.

    • If the gang’s leader is unresponsive, or unreasonable, in planning these encounters then please contact a Moderator to mediate.

  • File DM ticket with the agreed upon times and the targeted gang.

    • DMs will respond regarding which time they would be available to oversee the fight.

  • The DM that takes the ticket will verify that both parties have agreed to the encounter.

  • Attackers must succeed on both attacks to claim the territory.

 

Take-over of NPC controlled terittory:

  • Submit a DM ticket, and coordinate with a DM.

  • Attackers must succeed in one fight to claim the territory.

 

After a take-over attempt:

  • If the attackers are successful, then the new gang has a period of 1 week in which they are “protected” and cannot be attacked by another gang in a take-over attempt.

    • Defenders will have 24 hours to pick up their items after losing control before they are auto-returned by a moderator.

  • If the defenders are successful, then the attacking gang cannot initiate another take-over attempt against that gang for 1 week.

    • This does not preclude take-over attempts from other gangs.

 

Keeping a terittory:

  • The gang must continue to meet the minimum active group member requirements.

  • If the controlling gang is deemed inactive by administrators, then NPCs will take over the territory.

CONDITIONS

A creature may be subject to a condition that inhibits their control, impacts their roleplay and/or applies some sort of modifier or penalty to their rolls, ability scores or skills. The condition types are:

Blinded

A creature that has been blinded can’t see and automatically fails any ability check that requires sight. (Perception, Investigation, etc. It must be player determined.) Any attack rolls against this creature have advantage, and the creature’s own attack rolls have disadvantage.

 

Charmed

A charmed creature can’t attack the charmer or target the charmer with harmful abilities. The charmer has advantage on any ability check to interact socially with the creature.

Deafened

A deafened creature can’t hear and automatically fails any ability check that requires hearing. (Perception, etc. It must be player determined.)

Frightened

A frightened creature has disadvantage on all ability checks and attack rolls. It cannot willingly move closer to the source of its fear. This must be monitored by the DMs and players. (Important: a frightened creature is not forced to Flee.)

Grappled

A grappled creature cannot move, and can be moved within Close Range (within 3m) their grappler during their turn while they move. The condition ends if the grappler is incapacitated or if an effect moves the grappled creature outside Close Range (outside 3m) from the grappler.

Heavily Obscured

Attack rolls against a creature that is Heavily Obscured are at Disadvantage, the creature’s attack rolls are at Advantage, the caster is also unable to be targeted by spells or features requiring visibility.

Hidden

A hidden creature is unseen by hostile creatures. The hidden condition may be broken if an opponent reveals them via an ability or a spell’s effect, a Search Action, or a Perception check as part of the Hide Action. Attack rolls against a hidden creature have disadvantage and the hidden creature’s attack rolls have advantage. (See Unseen Attackers & Targets.) The invisible condition will end if the creature casts a spell, uses an ability, or performs a hostile action.

Incapacitated

An incapacitated creature can’t take Standard Actions, Movement Actions, Bonus Actions or Reactions.

Invisible

An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can’t be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage and the creature’s attack rolls have advantage. The invisible condition will end if the creature casts a spell, uses an ability, or performs a hostile action.

Paralyzed

A paralyzed creature is incapacitated (can’t take Standard Actions, Movement Actions, Bonus Actions or Reactions), and can’t move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.

Petrified

A petrified creature is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (can’t take Standard Actions, Movement Actions, Bonus Actions or Reactions), can’t move or speak, and is unaware of its surroundings.  The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. The creature is immune to poison and disease (any previously existing poison or disease is merely suspended, not neutralized), and the creature halves any damage received.

Poisoned

A poisoned creature has disadvantage on attack rolls and ability checks.

Prone

A prone creature’s only movement option is to stand up. The creature has disadvantage on attack rolls. Melee rolls against this creature have advantage, and Ranged rolls against this creature have disadvantage.

Restrained

A restrained creature cannot move. Attack rolls against this creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.

Stunned

A stunned creature is incapacitated (can’t take Standard Actions, Movement Actions, Bonus Actions or Reactions), can’t move and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against this creature have advantage.

Unconscious

An unconscious creature is incapacitated (can’t take Standard Actions, Movement Actions, Bonus Actions or Reactions), can’t move or speak, and is unaware of its surroundings. The creature drops whatever it was carrying and falls prone (Melee rolls against this creature have advantage and Ranged rolls against this creature have disadvantage.) An unconscious creature is removed from combat until the end, at which point their fate is decided.