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| Special Combat Options |
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What follows are guidelines for special exceptions and additions to the
standard T1 rules. So long as the people who are exercising these
options follow the restrictions placed upon them, they supercede the
normal guidelines.
Vow of the Pacifist The vow of pacifism is a roleplaying combat option. Just as it is in real life, most people who take a vow of pacifism will not fight even if there is direct threat to their life. The vow of pasifism is breakable, however, if you break your vow, it cannot be renewed in our eyes. You may still perscribe to the vow of pacifism, but you loose all special benifits obtained by being a pacifist. In short: The benifits obtained by being a pacifist is the ability to flee combat in any means necissary. This can go up to and include using travel spells to flee the scene. You must flee the scene, you are not invincible, and nothing prevents people from doing real damage to you. Any retaliatory action on the part of the pacifist renigs this benifit. The hinderances of being a pacifist is that you cannot fight no matter what your cause. If you break your vow of pacifism with one person, you have broken it with all people. Once broken, the special benifits of pacifism may never again be used. NPC This rule applies to people who wish to sacrifice their time (these are good people) to create NPCs to allow other people to garner plots from. NPCs are NON PLAYER. These are the little people who run the bars you drink at, grow your food, and clean your palaces. Servants and bartenders (at least in this realm) are good examples. NPCs are included in the combat options section because, most often, maurading beasts are NPC. for instance A_ghoul_pack and A_hill_giant were both plot moving NPC's for 'random' combat. Combat skills can be honed and exercised against NPC characters without hurt feelings. NPCs should not be posted as dead, as they are not one person, but a nameless representative of a race or class. NPC names may be used as many times as the person playing the NPC feels they need to be played however they will have lost items they may have gained, and lose knowledge from previous roleplaying experiances (Unless they were not slain in a previous experiance). Beware, if an NPC kills you, you are dead. Attacking NPCs is as serious as attacking other players. Sparring Sparring is where someone decides to test skills in a fight that doesn't count. In other words, it is like an OOC fight with characters. Wounds, or even deaths inflicted in this fight do not count, but it is basically there to test one's RPG fighting ability. To spar, one must make sure his opponent realizes that they are SPARRING and that it isn't IC. Be reasonable when asking for spars as well. If someone says "No," do NOT proceed to insult them and call them cowards for not sparring. Some people dislike the spar, and do not use it. Having respect is the key. Mediators This options is used if a person cannot decide on what is wrong/right during a fight or if any conflict is found during the fight. Having an OOC person watch the fight and judge legal parries, actions, and attacks is a good way to avoid arguments. Once a mediator is agreed upon his word is final, terms must be negotiated before hand, for instance if a mediator decides a particular action is impossible, it will have to be decided by all involved parties, before hand, whenther the action may be 'redone' by the person that screwed up, the action is altered to become something that is possible, or the screw up causes a forced hit. Mediators were one of the original means by which battles were fought in the ancient times. Having more than 1 mediator is acceptable as well.
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