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#Post#: 24--------------------------------------------------
PvP Rules
DIR By: Genesis
Date: May 3, 2019, 4:01 am
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These rules are for the warzone (WZ).
i. Pre-warzone Checklist!
- read and understand the rules below;
- if necessary, leave party and reform with those of your
faction in the WZ;
- check hostiles are set;
- leave your OOC hat at the door and take the one labelled
'Common Sense'.
ii. Combat
Most of the DM team and many of the players are well aware of
many of the exploits used in Neverwinter. Thus players should
avoid:
- transition hopping - this is using superior loading times, to
other players, to skip between transitions and thus escape
combat;
- 'Rez raping' - this involves resurrecting a character with
Raise Dead and then instantly killing them to subject them to a
further period of time under the 'no-raise' timer. This also
includes corpse camping, i.e. the practice of waiting over a
body for it to be resurrected in order to kill the player again;
- Corpse casting - casting spells, such as darkness, on or
around, dead bodies. It may hinder or stop resurrection.
- Terrain exploits - gaining an advantage through glitches in
the terrain or placeables
iii. Binding and Capture RP
The server is an RP server, and thus you are expected to spend
at least as long binding a player as your character actually
would if they were binding.
- empty your hands of weapons, use an appropriate emote, and
spend a reasonable amount of time completing the action. 30
seconds to a minute is usually acceptable;
- include references to disarmed or removed items, and where
they are moved to;
- try to make your character emote longer than a short 'snap
emote'. *binds Character X* is an example of poor binding and
may be ignored;
- include the name of the person you are binding. This helps
clear up confusion if there are multiple bindings going on;
- try to describe the nature of the binds you are using, such as
using rope or iron shackles.
If the emote is interrupted by such things as death, or other
immobilising acts like Fear or Knockdown, before the emote
completes the binding attempt is interrupted and void. If the
emote is completed whilst being hit, but there's nothing
immobilising applied, it's a valid bind.
If you wish to attempt to escape your binds then you must first
ask your captor to supply a DC and consent for you to try. Then,
if you are granted permission, you must make a Strength check
(Emote Wand >> Roll A Die >> Test an Attribute >> Strength) and
beat the DC supplied by your captor. As a guideline rope is DC
20, silk or reinforced rope is DC 25 and iron shackles are DC
30.
Whilst bound, you must treat all affected limbs as inoperable. A
mage would not be able to perform the somatic components of
spells, for example, unless they had Auto Still Spell. Nor would
anyone be able to run very quickly with bound ankles. Gagged
people cannot perform verbal components to spells without Silent
Spell feats. Blindfolded people cannot attack or cast at anyone.
Common sense should dictate what you can and can't do in the
manner you are bound.
OOC consent, of the person captured, must be requested for
anything beyond binding and release. This includes, but is not
limited to, capture, torture, sexual RP and permanent character
changes (such as dismemberment or death).
iv. Disarming
If you are disarmed then, as soon as you are resurrected, move
all weapons and shields to your inventory and then treat those
items as inaccessible until you have your possessions returned.
If they are not returned, leave the WZ for 15 minutes to
'resupply'.
If your character is disarmed, then wait for a plausible
opportunity to recover one's weapons from where they are.
Looting the corpse of your disarmer, for example.
Anyone using Disarm or Improved Disarm, or finding weapons
dropped in such a way, must make every reasonable attempt to
return that item to the owner by IC and OOC means. It is
recommended that OOC exchanges happen in a neutral area, as
opposed to the WZ.
v. Respawning and Resurrection
It's polite to leave at least one enemy player alive, or raise
them at least, from the opposing faction. This person can raise
their fallen comrades.
Please try to allow a player one free action to emote how their
character has reacted to the respawn. Unless it is an Attack of
Opportunity, killing freshly raised folks (ally or enemy raised)
is bad.
If a battle is lost, try to leave a 15 minute gap between
leaving and returning. This gives a chance for any RP to carry
on, weapons to get returned and gives people a breather.
If you respawn then you must wait 15 minutes before returning to
the WZ. This is to stop players dying, respawning and then
charging straight back into battle afresh.
If you relog to another character, the 15 minute timer also
applies.
vi. Traps
Five per external area and not overlapping. That is not five per
area per player. In total there should never be more than five
traps.
Internal areas are limited to two traps per area, not on
transitions.
Mercenaries
Mercenaries should be employed via a city leader or military
leader prior to taking to the war zone.
They must enter the war zone via the city of their employment.
Porting to an enemy city, ignoring guards, and entering through
city-side entrance is not permitted.
viii. General Attitude
Herein lies the largest grey area of them all. Whilst you are
expected to stay IC at all times, you are also expected to
remain calm and polite OOC. Do not go on a rampage against other
players based on IC events.
ix. Disputes
If there are disputes that cannot be resolved, alert the DM team
to arbitrate.
Generally apply common sense and, if in doubt, ask those arou d
you or the DM team :)
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