Combat Roleplay (CRP)

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Combat Roleplay (CRP)

Welcome to the Combat Roleplay Rules! (and mainly a guide)
The goal of this document is to explain how to fight with other players as easily as possible.
If you have any questions, please talk to our staff team.​



Core Rules

When to use CRP:
Players who wish to engage in combat will first have to decide which combat system they wish to use. The options are Combat Roleplay (CRP) or PVP. If the party disagrees on which system to use, it always defaults to CRP.

If the fighting group exceeds the size of 16 players, the default combat system switches to PVP.
Trying to exploit the CRP limit by moving to a settlement/event in big numbers with the intent to cause trouble knowing that the CRP limit is reached will always result in moderation declaring that a raid has to be conducted in order to be allowed to cause trouble. Usual raiding rules apply to these scenarios.

When the fight is a 1 v 1 scenario, the attacking player always goes first.

Initiative:
When there are more than 2 players engaging in a fight, each player rolls a D100 to decide the order of combat. The order is decided by ranking the initiative rolls from high to low. If two players roll the same number they should re-roll until everyone has a unique number.

Engagement Range:
Players may engage in CRP when both sides are within a maximum radius of 30 blocks from each other.
New players that join in after the opening turn must start their approach on this 30-block engagement range and CRP move their way into combat.

The Phases of Combat:
A player’s turn is divided into two phases, the movement phase, in which players may move using the rules in chapter 2, and the action phase, in which players may attack, dash, disengage, use an item or object, or cast a spell.

Hit Points:
Each player starts combat with 12 HP +/- their strength modifier.
Example: 2 strength = 10 HP, 10 strength = 14 HP.
A player's maximum HP is displayed on the character card.

Mount Hit Points:
When a player is mounted when entering combat, use the following rules to determine HP. A player attacking a mounted player can choose to target the horse instead of the player mounted on it.
A horse enters combat with 5 HP. When it is killed in combat, the player riding it has to dismount and takes D3 damage from the fall.
For rules purposes, the horse uses the defensive stats of the player riding it.

Line of Sight:
Players determine line of sight by mentally drawing a straight line between the center of their character model's head towards the target. If any part of the target can be seen from that position, it can be targeted for attacks. However, based on how much of the character is visible, cover rules may apply.

Cover:
Obstacles such as battlements, walls, and other entities can provide cover to players in the midst of combat. Whenever a player is in cover, they get a defensive bonus against all incoming, mundane, and magical attacks. The bonus is determined by the level of cover the character finds themselves in. When unsure what cover you or your target are in, contact a Gamemaster or Moderator to determine it. Cover rules do not apply to area-of-effect attacks.
  • Half cover: Players in half cover get a +1 to all defensive rolls.
    • Half cover applies when at least half the character's body is covered by an obstacle. Examples are Low fences, single blocks, or entities that are one size bracket smaller than the character.
  • Full cover: Players in full cover get a +3 to defensive rolls.
    • Full cover applies when three-quarters or more of the body is covered by another object or entity. Examples are high fences, tall hedges, portcullis, behind glass, or other entities of the same or higher size bracket.




Chapter I. Stats and combat modifiers

StatModifiers.png



Chapter II. The Movement Phase
  • A player can move up to 4 + 1D6 (agility) meters in their movement phase. This can be done before or after the player did their action. A player may choose to break up their movement and do two smaller moves before and after their action.
  • If a player is moving vertically, the meters going up are counted toward the movement range. (Example: Moving up a ladder)
  • A player can decide to retreat from combat if they are outside engagement range and haven't been targeted by any ranged attack or spell for two turns. A retreated player cannot re-enter combat.
  • If a player has a mount, they may add +8 meters to their movement speed.
  • When a player is in shallow water which has a maximum depth of one block, the player has -1 meters movement speed.
  • When a player is in deep water, which is anything deeper than one block, the player's movement is halved.
  • If a player falls, jumps, or is thrown down a vertical distance, they take fall damage. For each 3 blocks down, the target player takes 1D2 fall damage.




Chapter III. The Action Phase
  • A player can only use one action per turn. This can be before or after the movement phase.
  • Actions can be: attack, dash, disengage, use an item or object, activate an ability, or cast a spell.
Action types:
Attacking: Allows the player to attack another player with a melee of ranged attack.
Casting a spell: Allows the player to cast a spell.
Dashing: Allows the player to make a second movement action if they are not engaged in melee.
Disengaging: Allows the player to safely move away from melee combat in a radius that is up to 4+D6 blocks.
Use an item of object: Allows players to use magical items, drink potions or use objects in the environment.
Activate ability: Allows players to activate any abilities they may have.

  • If a player wishes to use items in the environment to perform any type of action, they must request CRP moderation from a Gamemaster or Moderator. They then decide if your actions are possible and what rolls need to be made.
  • Requesting CRP moderation can be used by performing the following command: /requeststaff Gamemaster/Moderator
Reactions:
A reaction may be declared after a player from the opposing party declares and emotes their action during their turn and is within range.
This reaction is then rolled with 1D20 with the modifier it requires before the action of the opposing player is rolled. The player who is targeted by a reaction may also roll 1D20 with the relevant modifier to see if they ignore the reaction. A player may only be targeted by three reactions per combat round.


Reaction types:
Block movement: Stops the target player from performing the disengage action and consumes their action slot and movement for that turn. (Ex: Pulling, grabbing, tackling, etc.) - Agility roll-off
Opportune Strike: Whenever a player moves away from melee combat without using a disengage action, everyone in melee range may attack the player once using the weapon they currently hold.
Unbinding: A mage-only reaction that allows spellcasters to stop an enemy spell from going off before it is cast. (Use the magic plugin system to use this reaction) - Intelligence


Chapter IV. CRP (Combat Roleplay)
  • When two players are locked in combat, they may attack one another in the action phase. To attack a target, the attacking player must write out their action in an emote, and then roll a D20 and apply modifiers to see the effects of their attack. To successfully block an incoming attack, the defender must roll a value greater or equal to that of the attacker using the correct modifier.
    • Players may apply Strength modifiers to melee attacks.
    • Players may apply Agility modifiers to dodging, movement, and ranged attacks.
    • Players may apply their Defence modifiers to block non-magical attacks.
    • Players may apply their Intelligence modifiers to spellcasting and blocking magical attacks.
  • Ranged attacks may only be performed if the target is visible to them. This applies to magical and normal ranged attacks unless a spell or ability says otherwise.



Chapter V. Weapon and Armour profiles

Players will obtain many items, among which are many types of weapons and armour throughout their journey on Eden. This section goes through weapon and armour profiles for items a player may carry on them.​

  • Players may only use weapons and armour they have in their inventory. If a player exceeds the weight maximum, they receive a -5 modifier to all their rolls.
  • Players may use armour by either wearing a full set of the same armour class physically or only carrying it in their inventory as long as they wear a skin that represents the armour they wear. If this is not the case, a player requires to equip their armour if they wish to make use of it. This takes 2 turns during which they cannot move or take actions.
  • Players wearing medium or heavy armour are unable to swim in deep water, deep water is at least 2 blocks deep, when they are in deep water, they begin to drown, taking D2 damage for each turn they are in the water after going in.
  • Some weapons may have custom rules attached to them. An example of one such item is a casting item for mage characters. Players may apply the special rules in the item’s description and use them if the item has a Loremaster Approved tag. Getting an item Loremaster approved can be done by creating a support ticket in the Lore Requests section of the Support Discord.

Weapon ProfilesV2.png

Special Rules FINAL.png

Armour Profiles FINAL.png


Chapter VI. Special CRP Rules
  • Characters aged 8 to 13 roll a D10+modifiers to determine their actions and reactions instead of a D20+modifiers. (Elves 8-52 | Denur 8-13 | Orc 8-13 | Goblin 8-13 | Tiefling 8-13 | Hafling 8-13 )
  • Characters aged 70+ roll a D15+modifiers to determine their actions and reactions instead of a D20+modifiers. (Elves 260+ | Denur 163+ | Orc 122+ | Goblin 106+ | Tiefling 106+ | Halfling 65+ )

  • Players can fire missiles or smash through windows when attacking. Attacking targets through an intact window provides them with full cover. After an attack through a window is made, regardless of whether it hits or not, the glass is shattered and no longer provides that cover.
 
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