Rules
- If you leave the map, you are considered to have fled for your life and aren't looking back, and therefore cannot return to the fight.
- Inspiration use is banned during PvP, even if you got it from a previous session.
- If you want to hold an action, you must be very specific with the condition: What you plan to do, who/what/where you are targeting, and what they have to do to trigger it. Must be able to see the area you're holding your action against (so you can't pop behind cover pop back out as a reaction).
- If you are unconscious and someone heals you, you receive 1 Level of Exhaustion, but wake up immediately. If you are unconscious and stabilize, on your NEXT turn you gain 1 HP and 2 Levels of Exhaustion, but wake up.
- You can only attack a downed opponent once per turn.
- When someone decides to attack, they do not get a free attack. Instead, we IMMEDIATELY roll Initiative.
Guidelines
- Multiple groups in voicechat is going to be rough. Make it easier by not talking over each other, but also don't hog the mic either.
- Your characters don't know the difference between PCs and NPCs, and if it seems like they do, the whole situation is going to feel metagamey and contrived. So don't pull your punches just because you're facing other players. Just play your character the way you think they'd behave against an NPC.
- Don't treat this like a videogame where the only goal is to win by any means necessary. Your character can have that goal, but let the RP shine through, and keep the story at the forefront. Treat your opponent's fun like it's as important as your own, even if you kill them.
- Please don't OOC strategize during the game. Let people RP during the combat, play suboptimally, and just play their character. If you do mess up, I think it's only fair we consider this to be something your character shouted out loud so that the other team can have heard it.
- Be ready for your turn. Multiple groups means combat has the potential to take forever. Do your part to keep things speedy by already knowing what you're going to do by the time your turn has arrived. This does not mean you can't be descriptive or flavorful or creative and just say "I attack him again." Please do be descriptive/flavorful/creative. Just be ready for your turn when it arrives!
- My standard Dynamic Combat aesthetic is still going to be used, not pure RAW. This means I'll be moving tokens around as they get hit or avoid blows. Terrain matters. You might slip, get knocked down, get knocked off ledges, roll around in the mud, get Advantage of Disadvantage based on circumstances, drop your weapon, or any number of other things I decide on the spot. I might call for random Dexterity Saves or other stuff. Expect the unexpected, have fun with it, and feel free to get creative with it yourself!
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