Combat Roleplay

Turn based combat on Ironveil RP

Index

Part 1: Character Statistics in Combat

Character Creation

When you have created your character’s story and wellbeing within the world of Ironveil, you get to select their physical capabilities and special abilities in a stat-wise fashion. After choosing the race you have decided to play, you get to divide stat points among 5 stats:

Each statistic score in character creation is set at 7 initially. Depending on your chosen race, you get a certain number of points you can divide across these stats, with the maximum points you can put into any stat being +8. After this distribution, your racial bonuses are applied on top of your statistics.

Each race has a different set of bonuses, abilities and a number of free points to distribute (see also: Races).

STR, DEX and CON characters

Sometimes in the text we will refer to STR, DEX or CON characters.

In this case we mean characters in which a specific stat score is the highest among all the stat scores, with no cases of ties.

For example, a character who has 14 Dexterity, and all his other stat scores are less than 14, is a DEX character.

Character Statistics

Strength

Strength (or Str) measures a character’s ability to exert physical force. This stat increases the damage and accuracy your character has with some weapons.

Dexterity

Dexterity (or Dex) measures a character’s speed, agility, reflexes and fine motor skills. This stat increases the damage and accuracy of fine and ranged weapons, while also increasing their Movement and their Evasion. (see also: Derived Stats.)

Constitution

Constitution (or Con) measures a character’s fortitude, and their ability to handle pain before falling unconscious. This stat increases a character’s total Hit Points by 8 per stat point.

Faith and Luck:

These two stats will be used in future expansions of this combat system. It is possible that the two will still be used in events managed by gamemasters to accommodate those that have points in these stats.

Derived Statistics

Modifiers

Whenever a feature requires you to add a Modifier (Mod) of a specified statistic to a roll, an ability or a feature, you add an extra number to it based on how good your character is in the specified statistic.

Modifiers are calculated as follows:

[ Specified Statistic - 10 ]

In this text, the lowercase stats such as “Dex” will refer to the stat’s modifier.

Accuracy

You add an accuracy bonus to attacks made with weapons, which is equal to the modifier of the corresponding accuracy score. This is either Strength or Dexterity, as shown in a weapon’s properties.

Accuracy is calculated as follows:

Accuracy = [ (Str/Dex) + Bonuses ]

Bonuses to accuracy may come from other sources like being mounted

Evasion

Your character’s natural defences and means of evading or deflecting attacks depend on your character’s ability to move and dodge quickly. Dexterity increases the evasion of a character, in addition to certain abilities and weapons.

Evasion is normally calculated as Follows:

Evasion = [DEX - 2 + Bonuses]

Where DEX is your dexterity score.

On special occasions, when the situation prevents you from adding Dexterity to your evasion, it might become:

F.F Evasion = [5 + Bonuses]

This is also called flat-footed evasion.

The following Bonuses apply to a character’s evasion:

Bonus Name Bonuses
Smaller Size bonus (Goblins and Elfins) +1
Flying +1
Wielding a Shield +4
Wearing Armour Table

Part 2: Turns in Combat

Initiative

On the first turn of combat, players roll 1d20+Dex to determine their initiative order, where Dex is their dexterity modifier.

Whoever rolled highest starts in combat, with all other players taking their own turn after them in descending order. This rule also applies to those who later join the fight.

This roll is automated by the command: /crp roll initiative

If the same number is rolled by two players, the player with the highest Dexterity goes first.

If both characters have the same Dexterity, both players roll initiative again to see who goes before the other.

An Asaerne always starts in combat, regardless of their roll. If multiple Asaernes are present, the Asaerne with the highest Initiative roll starts.

Each turn lasts 5 IC seconds.

The Movement Action

The first action you take during combat is the Movement action. During this action, you can move a number of blocks (meters) equal to your speed, which is:

Speed = 6 + Bonuses

Bonus Name Bonuses
Flying +3
Out of water Merfolk -1
DEX character +2
Mounted +3

The bonuses are showed in the table

The following rules also apply to the Movement Action:

The Main Action

After a character has performed their movement, they can take one Main action. You can choose to perform:

You can use up to 2 emotes per *Main Action. For example you emote once before rolling to hit, and once after rolling to hit.*

Dash Action

Taking the Dash Action allows you to move an amount of blocks equal to your speed.

If you are a STR or CON character, you can start a Grapple Action at the end of a Dash Action.

Attack Action

Taking the Attack Action allows you to attack another character within the range of your weapon. When you do so, you make a number of [d20 + Accuracy Modifier] rolls equal to the weapons attack number.

You use the Stat Mod. specified in the weapons properties as accuracy for the attack. An attack hits if the roll is equal to or higher than the target’s Evasion.

When an attack hits, it applies its full damage as shown in the table below. A weapon’s damage is reduced if the target of the attack is wearing armour or has gotten damage reduction from any another source.

Feint Action

When you perform the Feint action, you and another character within your melee range roll d20+Luck.

Your roll must be equal or higher by a difference of 5 or more for the Action to succeed.

Grapple Action

When you perform the Grapple action you choose another character within 3m as your target:

You and your target roll 1d20+Str. Your roll must be equal or higher by a difference of 5 or more for the Action to succeed.

Grappled: A grappled character can’t take a move or dash action, and they use flat-footed evasion. The grappled condition ends for both characters when the grapple leader declares it, at the start of their movement action in their turn. To break out of a grapple, you therefore have to become its leader by winning a Grapple Action with your opponent.

A character may be grappled by multiple different characters. Multiple grapple conditions stack.

Special Actions

Being a STR, CON or DEX character, or wielding particular weapons may grant Special Actions.

Here’s the list of the Special Actions:

Special Action Requirements
Headbutt DEX/CON character
Quick Draw DEX character
Raise Shield STR character, Shield
Sweap STR character, Axe
Focused Shots Warbow
Leaping Charge Wings

You can find their descriptions here

Reactions

The following are reactions that do not occur during your turn and happen under certain conditions. They do not require you to use them as part of your Main Action.

You can only perform one Reaction per round of battle.

Reaction Requirements
Counter-attack Sword/Trident
Leaping Dodge Wings

You can find their descriptions here

Basic Mechanics: Unconscious and Defeated

A character is defeated if the total damage they have received in combat exceeds their maximum Hit Points. They are considered unconscious but alive.

Crp ends when all participants agree to end hostilities, when all characters on one side are unconscious, or if all parties involved end up at least 30 blocks away from each other at the end of a round.

If there is a winning party, it decides what to do with the defeated and unconscious players.

Part 3: Combat Equipment

Weapons and Weapon Properties

Weapons

Those shown in the table are weapons made of iron. Weapons made of wood, stone, or other materials that are not iron or netherite gain the “improper” property.

Weapons with a range of 4 meters or less are considered melee.

Weapon Name Range Accuracy Mod. Special Actions Attacks Number Damage Properties
Unarmed Attack 2m Str - 2 2d8 -
Sword 3m Str Counter-Attack 2 3d10 Light
Mace 3m Str - 1 8d8 Heavy
Axe 4m Str Sweap 1 8d8 Two-handed, Warrior
Trident 4m Str Counter-attack 1 5d10 Throwing(8m), Polearm
Warbow 12m Dex Focused Shot 2 3d10 Two-handed, Ranged, Ranger
Crossbow 18m Dex - 1 5d10 Two-handed, Ranged
Shield 3m Str Raise Shield 1 3d10 Off-Hand

Weapon’s Damage

The Total Damage of the weapon for each hit is rolled as shown in the table. No stat modifier applies to it.

Weapon Properties

Heavy: This Weapon cannot be used while flying.

Improper: All damage dealt with this weapon is halved, rounded down.

Light: Weapons with the Light property can be drawn as a part of the attack action.

Ranged: You cannot attack with this weapon if you were attacked with a melee weapon during your last round, unless you use the Headbutt action.

Ranger: You must be a DEX character to use this weapon.

Polearm: You are unable to carry more than one of these weapons IC. If you have more in your mc inventory, only one can be used in combat.

A polearm’s melee range is reduced by 1 while flying.

You can only throw one trident in a fight.

Throwing(X): You can throw the weapon at a target within X blocks. It deals the same damage as it would if used normally. After you’ve thrown your weapon, your main hand is considered empty-handed.

Two-handed: Requires the use of both hands, not allowing the use of off-hand equipment. Additionally, two-handed weapons can’t be used while mounted or flying.

Warrior: You must be a STR character to use this weapon.

Off-hands

Shield

A shield adds +4 to the Evasion value. If wielded with both hands, an unarmed character can use it as a main hand weapon. You cannot attack with a shield and with your main hand weapon in the same turn.

Wielding Weapons

A player can only wield one weapon at a time. A player can only wield one off-hand at a time.

Armour

This is a list of all allowed armor pieces, with their associated DR and Evasion bonus.

Winged races cannot wear chest armour

Item Damage Reduction Bonus Evasion
Leather Helmet 1 DR -
Leather Chestplate 2 DR -
Leather Leggings 1 DR -
Leather Boots - -
Iron Helmet 1 DR +1
Iron Chestplate 2 DR +2
Iron Leggings 1 DR +1
Iron Boots - -
Netherite Helmet 1 DR +1
Netherite Chestplate 2 DR +2
Netherite Leggings 1 DR +1
Netherite Boots - -

Damage Reduction Whenever you take damage from an attack or another source of damage, you reduce the total damage you take by an amount equal to the DR your armour provides.

Merfolk’s Thick Skin: Merfolk cannot wear armour, they are always considered with 6 DR (and not 4 DR like a character in full leather).

Horse harnesses

Leather A leather harness reduces any incoming damage for the horse by 6

Part 4: Special Rules

Special Actions and Reactions: the Complete List

Flying

A character who can fly in the area where the fight takes place receives +1 to their evasion and +3 to their speed unless they declare they are not flying as part of their movement action. It is not possible to use heavy or two-handed weapons while flying.

It is not possible to Fly underwater.

Landing or taking off requires a flying character to take a full move action.

Balance

While flying, a character gains a stat called balance, which is equal to 25+Str, where Str is their Strength modifier. If damage would be dealt with a single hit, which is equal to or higher than the Balance score, they fall to the ground and lose their flying condition.

Some commands have been added to help flying characters in their three-dimensional movement:

Fall Damage

A character who falls from a height of more than 5 blocks will take damage during combat. This damage is equal to [ 8 x (Blocks Fallen after 5) ].

Mounted

A mounted character gets +3 bonus to speed and accuracy, though their evasion will be flat-footed.

A mounted character can only use the types of movement their mount possesses, such as flying, swimming or walking. Two-handed weapons can’t be used while mounted.

Balance

While mounted, a character gains a stat called Balance, which is equal to 25+Dex, where Dex is their Dexterity modifier. If damage would be dealt with a single hit, which is equal to or higher than the Balance score, they fall from their horse and lose their mounted condition.

When this happens, the horse will run away and become unusable until the end of combat.

Mount’s Health

There are two usable mounts: The Horse and the Camel. The Horse possesses 60 Hit Points, while the Camel has 70 Hit Points and they both possess an Evasion Score of 10. Reducing a mount to 0 Hit Points makes the character fall from it.

Reducing a mount to 0 Hit Points makes it unconscious, but alive. It follows the same rules of defeat as Player characters do.

a horse has the same effect as unseating its rider, except that the horse will not be usable in any combat or RP for a whole IC day.

Underwater

Any CRP that occurs underwater (fully below the water level) between a Merfolk and a creature that is unable to recover oxygen underwater is automatically failed in favour of the Merfolk. In the case of CRP between two Merfolk or two creatures that can survive underwater, combat occurs normally. You can move in all three directions when fighting underwater, but you do not receive a flying (swimming) bonus unless you are a Merfolk.

Ranged weapons don’t work underwater, throwing weapons do.

Switching Gear

It is forbidden to equip or unequip any armour during CRP, unless all the players agree and interrupt the CRP.

Switching your active weapons is allowed according to the following conditions:

Burning

A burning character receives 12 fire damage at the start of their turn. Fire damage doesn’t get reduced by armour’s DR. Burning normally lasts 1 turn, unless differently specified.

Special Terrains

A flying character always ignores special terrain rules.

A character standing over an ice block will is flat-footed

A character standing over lava will receive 12 fire damage at the start of their turn, as per the rule “Burning”.