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.
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
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!)
Everyone involved in the combat encounter clicks on the combat banner which will roll your initiative, determining the order of combatants' turns.
The players determine via rolls whether anyone involved is entering combat successfully with the hidden condition.
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.
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:
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.
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.
A deafened creature can’t hear and automatically fails any ability check that requires hearing. (Perception, etc. It must be player determined.)
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.)
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.
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.
An incapacitated creature can’t take Standard Actions, Movement Actions, Bonus Actions or Reactions.
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.
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.
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.
A poisoned creature has disadvantage on attack rolls and ability checks.
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.
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.
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.
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.
CAPTIVES,RESCUES & MORE
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.
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.
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.