Event Etiquette and Combat

## Official Set of Guidelines and Etiquette for all Astaerian Events

**Common sense and courtesy should always be used.**

**We are not lawyers so please refrain from nitpicking or finding loop holes.**

### **Rule #1: Good Conduct**

Maintain good character and understand that it is all a game. No one should be attacking anyone else with hostile words simply for being confused or not doing what someone else wanted. Everyone has free will and it may not always line up with what you want, but that free flow of player choice is what makes RP, RP. Be considerate of others. If you are being viewed as coming off hostile, you will be asked to rein it in by staff. Bad character and being overall an unpleasant experience OOC is not tolerated.

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### **Rule #2: Combat Guide for the Seasoned Adventurer**

Please read the following for combat rules. It is essential for keeping the event smooth and fun for everyone.

**Beginning / Joining Combat**

During PVP RP engagements (turn order during EVENTS is determined by the DM), each party present must roll agility to determine their place in the initiative order. The player with the highest score of agility will take their turn first, descending downwards. Ties are broken simply by the person who rolled first.

**Note: Even if you are not a part of a conflict, if it is ongoing within your vicinity, you may not have RP Redux's map LF-RP feature on. You cannot have it on until no more conflict exists in the area. If there is suspicion of conflict about to occur, you should also turn it off. Those who abuse this location finding feature with suspected intent to benefit in a battle of PvP nature will be punished accordingly.**

If you are entering an existing combat scenario you were not apart of originally, you must make an agility roll, wait until the end of the current initiative grouping, and then take your turn according to your roll to the newly updated intiative tracker.

If you are entering combat at the start, you must be an active combatant or supporter- you cannot simply spend your turns skipping. The second turn in a row that your character spends a turn skipping, or deemed wasting time with minimalistic movements, you will be dropped from the initiation grouping, and you will be subject to the 'joining existing combat' rules.

**KNOWLEDGE PHASE**

***If you are soon to be in combat, or are newly in combat, it is good to know all of what is listed below.***

* You will be asked to do /channel join Combat (not every time).
* All Players in Events ONLY will go at the same time. Meaning you will not roll for agility.
* Enemies will all share a single turn.
* You have 2 different kinds of actions to pick from.
	1. Actions (anything that isn't moving)
	2. Movements (a movement, or any ability stated that it can be used in place of a movement action [standard: 2 tiles / double movement: 4 tiles])
* Furthermore, there are a handful of special actions that must be defined for the player to understand combat fully
	1. Mayhem Actions (some abilities will allow for 'mayhem' which defines a prerequisite for the player to use them, which can be very specific, such as using it instantly or only after certain circumstances. some of these circumstances may be used outside of your turn.)
	2. Free Actions (an action that can be taken out of your turn, regardless of turn order. only some abilities grant this specification.)

* During combat you may do a combination of 2 things.
	1. You may move 2 tiles and make an action
	2. You may do a double movement which is your whole turn.
	3. There are actions some classes may take outside of their turn, such as a MAYHEM ability. You will declare that into the combat channel just the same as you would on Player round so the DM knows to let you do that outside of your traditional turn.
* During combat you have two actions you can take unless stated otherwise. Two of the same type of action cannot be repeated in a single turn unless stated otherwise, or if you are moving/using a move ability. Some mayhem abilities, and free actions, are uneffected by the typical combat rules stated here- and may often be used outside of your turn, depending on what the ability states. For example:
	+ *Opponent 1 holds the highest initiative, and begins his turn by **moving** backwards 2 tiles, and using a **basic action** to buff his defenses. His turn is now over.*
	+ *Opponent 2 is second in the initiative, opting not to move, using a **primary action** to throw a spear at Opponent 1, barely hitting him and dealing 26 points of damage. Her turn is now over.*
	+ *Opponent 1 uses his entire turn with a **double movement**, consuming all actions for the rest of his turn, and moving 4 tiles. Immediately after this action, Opponent 2 activates a **free action** ability that allows her to strike an opponent fleeing with double movement speed, using a ranged attack. She is successful in hitting him for 47 points of damage, with a **critical success**.*
	+ *Opponent 2 is able to take their turn- however, Opponent 1 has a mayhem ability that activates after they are struck with a **critical hit**, and uses it immediately as a free action, however, missing Opponent 2.*
	+ *Now truly Opponent 2's turn, she **moves** 2 tiles forward and uses an **primary** attack ability, striking Opponent 1 with 21 points of damage and knocking unconscious. The fight is over.*

**ATTACK PHASE**

Players will operate in the following order as to keep the flow and speed of the event fair and concise for everyone.

* In the /COMBAT/ channel you will type out what you are going to do. Example: Move 2 squares--Attack Monster A--Whirlwind
* The DM will tell you when to take your turn in the COMBAT channel by stating your name.
* Once told to go, move (if you did) and use your attack/ability on the event character. (Which is normally the DM)
* Emotes will only be in the LOCAL channel and are to be done after you do all of the above.

*Notes: You may move about oocly to see the names of enemies, or heath etc. BUT you must return to your original location. Please do not wander around during combat.*

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### Rule #3: Participant Limit

Major events will now have a limit on the number of participants!

* You will need to sign up ahead of time.
* Forget to sign up? Sorry.. We will need to keep this a hard line.
* There might be spots people signed up for that did not show up. Its possible to take one of these before the event starts. It will be at the GM's discretion.

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### Rule #4: Punctuality

Be on time.

**All events will have a joining cut off time! Usually when combat has begun.**

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### Rule #5: Join in Voice Chat If Possible

Voice chat is pretty darn important. Especially for the bigger events. Join in so you can listen to the GM.

You don't have to talk and share your life story. Its simply hella easy to give directions this way. And its easier to not miss important stuff.

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### Rule #6: Avoid Excessive OOC

Lets keep OOC chatter to a minimum! The scroll is real and we all know what its like with lots of people.

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### Rule #7: Basic Etiquette

Some basic etiquette that should not have to be spelled out..

* The GM is in charge and has the final say.
* Be patient. Wait for people to respond IC and give the GM a chance to respond before rushing ahead.
* Don't loot. Staff will pick stuff up and combine it all together at the end.

**Please reread Rule 1**

   If you can not abide there is a good chance you will evicted from the event.

   Remember!! Go above and beyond can earn you a Talisman.

**Regarding the infamous shit-posting. Don't do it. This breaks Rule #1.**

*\*\*Those who break Rule #1 will not be allowed to participate and very well may be booted from the event and potentially future ones.\*\**