Player vs Player PvP Ruleset
I. Philosophy & Core Principles
- Roleplaying First: PvP in Æther should always serve a roleplaying purpose. It should stem from character motivations, ongoing storylines, faction conflicts, or genuine disagreements within the game world. Random, unprovoked attacks solely for OOC gratification ("griefing") are strictly forbidden and will be dealt with harshly.
- Consequences Matter: Actions have consequences. Engaging in PvP carries inherent risks, both IC (In Character) and potentially OOC (Out Of Character) if rules are broken. Character injury, death, loss of property, reputation damage, and faction repercussions are all possible outcomes. Be prepared for them.
- OOC Respect is Paramount: While characters may be bitter enemies, players must always treat each other with respect OOC. Bleeding IC conflict into OOC harassment, insults, or arguments is unacceptable. Maintain clear separation between player and character. Communicate clearly and respectfully, especially during disputes.
- Consent (The Nuance): Æther operates on a mixed consent model based on location and situation:
- Safe Zones: Designated areas (e.g., major city hubs like Insert Main City Name, specific guild halls, designated temples – these will be clearly marked IC and OOC) are Strictly No-PvP unless part of a pre-approved, GM-overseen plot event. Initiating PvP here is a severe rules violation.
- Wilderness & Disputed Zones: Most areas outside designated Safe Zones are considered PvP-Enabled. By venturing into these territories, you implicitly consent to the risk of PvP. However, this does not mean random, baseless attacks are permitted (See Principle 1: Roleplaying First). There must be an IC reason for conflict.
- Explicit Consent: Players can always mutually agree to engage in PvP (a duel, a spar) anywhere outside a Safe Zone, even without deep IC justification, provided both parties explicitly consent OOC beforehand.
- Ambush/Stealth: Initiating PvP from stealth requires adherence to specific mechanics (See Section IV). The target does not need to consent OOC in PvP-Enabled zones if a valid IC reason exists, but the initiating player must have that justification ready if questioned by a GM.
II. Initiating PvP
- Clear Declaration (Non-Ambush): Before hostile actions (attack rolls, offensive spells) are made openly, the initiating player/group must clearly declare their hostile intent IC. This can be through dialogue ("Your transgressions end here!"), a clear action (drawing a weapon and stating "Prepare to defend yourself!"), or casting an obviously offensive spell after making intent clear. Simply stating "I attack" OOC is insufficient.
- Ambush/Stealth Initiation:
- To initiate from stealth, the attacker must first make appropriate Stealth checks vs. the target's Perception. This should ideally be mediated by a GM if available, or handled via clear dice rolls posted in a designated channel/DM with timestamps if a GM is unavailable and both parties trust the process.
- If stealth is successful, the attacker may initiate combat, potentially gaining a surprise round if the target is unaware of hostilities (as per Pathfinder 1e rules).
- The attacker must have a clear IC motivation for the ambush. "Because they were there" is not sufficient in most cases. Think theft, assassination contracts, faction enmity, escaping pursuit, etc.
- GM Notification:
- Recommended: If PvP seems likely or is about to begin, especially if it involves significant stakes (character death potential, major plot implications), please attempt to notify a GM (@GM tag in a relevant channel or DM).
- Required: A GM must be notified and ideally present to moderate if:
- The conflict involves 3 or more players on either side.
- There is a significant level disparity (e.g., 4+ levels, GM discretion applies).
- The conflict has the potential for permanent character death.
- Either party requests GM moderation due to complexity or rules uncertainty.
- The conflict arises from or could significantly impact a GM-run plotline.
III. Text-Based Combat Mechanics
(This section assumes familiarity with Pathfinder 1e core mechanics. Rulings default to the Pathfinder Core Rulebook and relevant supplements unless otherwise specified here. While we do not use a visual grid map, we do use precise distances measured in feet for movement, range, effects, etc.)
- Combat Channel: If possible, move extended PvP encounters to a dedicated Discord channel (a temporary "scene" channel or a designated PvP channel) to avoid cluttering main RP channels. Copy relevant preceding posts for context. If a GM is involved, they may create one.
- Initiative:
- When PvP is initiated, all involved participants roll Initiative.
- Post your roll clearly: Character Name: Initiative Roll Roll Result (e.g., Kaelen: Initiative Roll 1d20+5=18).
- If a GM is present, they will confirm the initiative order. If not, players should agree on the order based on posted rolls. The highest roll goes first.
- Turn Structure (The "Declare & Resolve" Method): To keep text combat flowing:
- Declare Phase: In initiative order, each player clearly declares all their intended actions for the round (Move, Standard, Swift, Free Actions), including specific distances for movement and targeting. Be specific and unambiguous.
- Example: Kaelen (Turn 1): Move action to move 25ft directly towards the bandit leader (currently 45ft away). Standard action to cast Magic Missile at the bandit leader (range permitting after move). Swift action to activate Arcane Strike.
- Resolve Phase: Once all participants have declared, actions are resolved mechanically in initiative order.
- Post relevant rolls (attack rolls, damage, saving throw DCs, opponent saving throws).
- Clearly state the outcome of your actions based on the rolls and target defenses (AC, Saves), updating distances as needed.
- Example: Kaelen (Resolve Turn 1): Moved 25ft, now 20ft from bandit leader. Attack: Magic Missile vs Bandit Leader. Auto-hits. Damage Roll 3d4+3 = 9. 9 force damage dealt.
- Bandit Leader (Resolve Turn 1): Saving Throw vs Magic Missile DC if applicable. Takes 9 damage. Current distance from Kaelen: 20ft.
- Clarity is Key: Use character names. State targets clearly. Post full roll breakdowns (1d20+10 = 15 vs AC 18 = Miss). Track HP and conditions visibly if possible (e.g., in your post or a pinned message). Crucially, always state relevant distances when moving, targeting, or describing effects.
- Movement & Positioning (Precise Distances): Since we track precise distances without a grid:
- Establish Initial Positions: When combat begins, clearly describe starting positions relative to known terrain features and other combatants, using feet. (e.g., "Kaelen starts 50ft south of the ruined fountain. Lyra is 15ft east of Kaelen. The bandit group is clustered 60ft north of the fountain.")
- Declare Precise Movement: State the exact distance and intended direction/destination of your move action. (e.g., "Move action: Move 30ft northeast, towards the archer," or "Move action: Withdraw 20ft directly away from the approaching fighter.")
- Update Distances: After resolving movement, clearly state your character's new approximate position and/or distance relative to key opponents or locations. (e.g., "After moving 30ft, Kaelen is now 15ft away from the fighter.") Players are responsible for tracking their own and nearby characters' relative positions based on declared moves. GMs will adjudicate if positions become unclear.
- Attacks of Opportunity (AoO): Standard AoO rules apply. Leaving a square threatened by an opponent (typically any square within 5ft, or more with reach weapons) provokes an AoO. You must declare if your movement path explicitly takes you out of a threatened square. (e.g., "I move 30ft, starting adjacent (5ft) to the Orc. This provokes an AoO from the Orc as I leave his threatened square.") The threatened character must declare if they are taking the AoO during the Declare Phase of their next turn or immediately if GM rules allow for interrupts in text (GM discretion).
- Flanking: Requires two allies threatening the same opponent (within their melee reach) and positioned such that the target is effectively between them (e.g., one is 5ft in front, the other moves to be 5ft behind). You must clearly describe your movement and final position to establish or maintain a flank. (e.g., "Kaelen is engaged 5ft in front of the Ogre. Lyra uses her move action to circle around, moving 20ft to end up 5ft directly behind the Ogre. Kaelen and Lyra are now flanking.")
- GM Adjudication: Due to the lack of a visual map, clear communication is paramount. The GM reserves the right to request clarification on positioning or make rulings if descriptions are ambiguous or conflicting. Using simple relative directions (North, South, East, West relative to the scene, not a global map) can help.
- Targeting: Be unambiguous. Specify your target by name or clear description. Stating the range in feet is often helpful. (e.g., "I attack the bandit leader, who is currently 20ft away," "I target the mage in red robes, range 50ft.")
- Area of Effect (AoE):
- The caster must clearly describe the point of origin or area covered using precise distances and relation to combatants/terrain. (e.g., "Fireball centered 40ft away from me, directly on the spot between the two guards," "20ft radius burst centered on the Orc Shaman," "60ft cone originating from my position, pointed towards the group of goblins to the north.")
- Players must determine if their characters are within the specified area based on their last stated position and distance relative to the AoE's point of origin or affected area. (e.g., "Kaelen was 15ft from the Orc Shaman, so he is within the 20ft radius.") Declare if you are hit and make appropriate saving throws during the Resolve Phase.
- Disputes over who is caught in an AoE based on described positions will be resolved by the GM.
- Cover & Concealment: Declare if you are utilizing cover/concealment provided by the environment described in the RP scene (e.g., "I move 10ft behind the large boulder, gaining cover vs the archers to the east.") Effects are per standard Pathfinder rules (+AC, +Reflex Saves, Miss Chance). Requires reasonable descriptive justification and logical positioning based on declared distances.
- Conditions & Effects: Track ongoing effects (poison, bleed, stunned, spells) and their durations clearly, often mentioned at the start or end of your turn post. Roll saves when required. State ranges for ongoing effects if relevant (e.g., auras).
IV. Consequences of PvP
- Defeat: Combat typically ends when one side is defeated. Defeat can mean:
- Unconsciousness/Incapacitation: Characters reduced to negative HP (but not dead) or otherwise rendered helpless (paralyzed, held, etc.).
- Surrender: A character may choose to yield. This must be clearly stated IC ("I yield!", "Enough! I surrender!"). The victorious party is expected IC to react accordingly (capture, disarm, potentially still execute depending on RP). OOC respect dictates not needlessly killing a surrendered opponent unless strong IC reasons exist (e.g., a Paladin vs. an irredeemable demon).
- Flight: Characters may attempt to flee combat. This may provoke AoOs and involve opposed checks (e.g., chase sequences handled narratively or with skill checks).
- Character Death:
- Permadeath is the default: Unless specific server rules for resurrection exist and are met (e.g., costly spells, GM plot intervention), character death in Æther is permanent. Reaching negative HP equal to Constitution score results in death.
- Executing Helpless Opponents: Finishing off a helpless (unconscious, bound) opponent is mechanically simple but carries heavy IC repercussions (reputation, alignment shifts, potential retribution). It should align with the character's morals and the situation. Mercy (stabilizing, capturing) is often a valid and encouraged RP choice.
- Looting:
- If a character is defeated (killed or rendered helpless and captured), the victor may loot the defeated character.
- Reasonable Limits: Do not strip characters bare OOCly. Looting should be IC-driven. Typical limits (subject to GM oversight):
- A reasonable amount of carried gold/gems.
- One significant item (e.g., a primary weapon, a piece of magic armor, or a notable magic item – not all three). Plot-critical items may be taken if relevant to the conflict's goals.
- Consumables (potions, scrolls) directly relevant to the victor or the situation.
- A list of looted items must be clearly communicated OOC between players involved, and potentially logged with a GM if significant items are taken. Stealing everything is considered poor sportsmanship and may be reversed by GMs.
- Post-PvP Roleplaying: The conflict doesn't end when the dice stop rolling. Roleplay the aftermath: injuries, capture, interrogation, escape attempts, reporting crimes, seeking vengeance, mourning the dead. This is where the real story happens.
V. Group PvP & Large Conflicts
- Coordination: Use Discord's features (threads, temporary channels, voice chat for OOC coordination only if all parties agree) to manage larger groups.
- Leadership: Appoint a temporary leader or coordinator for each side if helpful for organizing declarations and resolutions.
- GM Moderation: Strongly recommended, often required (See Section II.3). GMs may simplify NPC actions or use mob rules for very large encounters to keep things manageable.
VI. Dispute Resolution
- Attempt Self-Resolution: If a rules disagreement or unclear situation arises, players involved should first calmly discuss it OOC, referencing these rules and the Pathfinder core rules.
- Pause Combat: Agree to pause the combat ("OOC: Pausing combat to clarify rule X") while the dispute is discussed. Do not continue posting actions.
- Consult Rules/GM: If disagreement persists, consult the relevant rulebooks. If still unclear, or if interpretation differs, tag a GM. Provide context and specific rule questions. Be prepared to provide logs/screenshots if needed.
- GM Ruling is Final: The GM assigned to the dispute (or the Head GM) will make a ruling to resolve the situation and allow combat to resume. Respect the GM's decision, even if you disagree. If you strongly feel a ruling was incorrect, you may discuss it privately and respectfully with the GM team after the scene concludes, but rulings made during combat are final for the purpose of continuing the encounter.
- Behavior: Keep dispute resolution civil and focused on the rules, not personal attacks. Antagonistic or disrespectful behavior during a dispute is a violation of Core Principle 3.
VII. Final Word
PvP is a tool to enhance our shared story in Æther, not a platform for personal OOC victory or frustrating other players. Engage with purpose, communicate clearly, act with respect, and embrace the consequences. Let's use PvP to create memorable moments and drive compelling narratives together.
If you have any questions about these rules, please don't hesitate to ask the GM team.
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