trinn 5146 Popular Post Share Posted February 24, 2025 COMBAT ROLEPLAY 101 ⇨⇨ NOT SPONSORED BY MODERATION TEAM. ⇦⇦ ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ A consolidated document of Conflict Roleplay related rules and regulations in case you ever need it : ) Much of this is a filtered collection of the rule pages and their own posts, so I heavily recommend giving the rule pages itself a proper read. A lot of this may feel obvious, but I hope it's helpful for new players especially! TABLE OF CONTENTS ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ CRP RULES Combat and Movement RAID, CAPTURE + PVP evil do-er TECH-LOCK Weapons, Potions, armour HOW TO NAVIGATE THE PAGES: Spoiler CRP RULES: A consolidation of our CRP-related rules into one page, most notably for how to initiate, conduct and leave CRP. RAID AND CAPTURE AND PVP: Our Rules for how players can RAID other settlements/nations/lairs, what happens when PVP is called, and what happens if someone is captured! TECH-LOCK: Server rules for how you can roleplay using Armour, ranged weapons and potions! Most notably, how to roleplay using them and the benefits you get from it! ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ FOREWORD: CRP AND YOU ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ WHAT IS COMBAT ROLEPLAY [A.K.A CRP]? Combat roleplay is a type of roleplay where you engage in physical combat with another player(s). When you’re in combat, the server has a few rules that happen in order to facilitate fair gameplay between the conflicting sides. This, for example, includes the enforcement of combat movement where your movement is limited in [#] blocks per turn. WHEN AND HOW DOES CRP BEGIN? Combat roleplay begins as soon as intent is established! It’s hard to say exactly, as it varies from context to context, but CRP RULES [see page 2] should be considered enforced soon as hostile or conflicting intent is established between the parties. three important things happen here. Emote Turns is established. When in CRP, Emote “turns” and counts become extremely important. Typically, turns are established and you are given one emote per turn. You may send your emote, but you should wait for everyone else to emote in return before continuing. This allows them to appropriately respond or initiate something as a reply to you. Avoid what we call “DOUBLE EMOTING” - Where you emote too many things that your character does at once without giving other parties a chance to respond. Be Reasonable in the amount of things that you do within one emote. Typically, your emote should not go overboard in the amount of things that you do. A few hard-line rules that we have of things you can do ‘per emote’ is as follows: You can dodge and attack in the same emote so long as you are reasonable. For example, you can parry a sword and swing your own attack. However, if you choose to dodge an attack by “throwing yourself to the ground” to avoid an incoming horse charge, reasonably you should spend your turn “getting up”. You may draw your weapon and attack within the same emote. Ranged Weapons, Potions and Armours have strict emote-counts that you need to adhere to. For example, you cannot shoot your bow in one go! For exact emote-counts, see [TECHLOCK RULES] Movement becomes limited. You may no longer move freely, and must adhere to a certain number of block movements per emote turn. The exact number of blocks and ruling be found in the page [CRP RULES: 9] DO I HAVE TO ENGAGE IN CRP? When CRP or Roleplay happens, we do expect you to engage with it in good faith, yes! You cannot mechanically run away, as in continuing to sprint in minecraft to ignore the roleplay. If you think you do not have time or need to go, you can always communicate to the other player to see if you can schedule the roleplay another time. In the case that this happens, you should not roleplay that character until you are able to resume it. A fleeing system is also established in our rules. You can try to flee a combat encounter entirely, with the exact ruling being in [CRP RULES: 11]. The most important thing is to not just sprint off mechanically! DO I NEED TO PERMANENTLY DIE IF I LOSE??? NO! No one can force you to Permanently Kill [PK] your character if you die in an encounter. The ONLY time where you maybe permanently killed is if you join a select few Story Team Event, however the Story team will warn you ahead of time if it is a PK Event. When you die, your character is “revived” in the Cloud Temple by the monks. However, they do so without the memories of the encounter of their death and all the things leading up to it; and they do not remember that they have died at all, resuming life as it was prior to their death. You should not return to the place of your death for at least 30 minutes! Spoiler NOTES FROM ME! Last updated 24/02/2025 Hello guys!! I made this rule as a player and this is NOT MOD SPONSORED. Any and all mistakes are on my end, I hope there's not too many but it is my first time making a guide. I know CRP is a confusing system that we currently have and its not a secret that there's many many rules on it. I hope that people can at least use this guide as a reference / consolidated document for their own CRP, or as an introduction if you are new. I'll try to keep it up to date - and if you have any issues or notice any errors, please PM me on discord! I can also send the Google Docs link if anyone wants it (notorious forums crashes) I do want to say that when writing this, I did realise how many systems we have in place. As a Mod, I'm also aware that a lot of the times having rules cause just as much issues as not having them. Not to prattle on too long, but I hope we remember that as a community rules can only go so far. For conflict, especially combative conflict, smooth sailing requires player cooperation more than it requires rule regulation. We're here to have fun (unless you're a mystic player...) and its very easy to forget that on LoTC. EXTRA CREDITS Story Team/Islamadon - Techlock Post @ferdaboy - My CRP Fiend and expert @Unwillingly - Proofread for me, my eternal elven high prince @FlemishSupremacy- Proofread for me, by favourite Dutch player @squakhawk - read it ig @PrimnyaQuorum- crazy evil proof reading by notorious evil-doer @M1919 - troll poster.. CRP RULES: Our hit and miss simulator ^_^ ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ The official CRP Rules page can be found here, under "Villainy, Combat, and Raids": [x] Rules Verbatim (as it's stated in the rule page) is placed in spoilers. INITIATING COMBAT: The MODE OF COMBAT (CRP/PVP) must be decided at the beginning: once the decision is made, it cannot be reversed unless everyone agrees. A lack of agreement defaults the mode to CRP Within a conflict of 8+ people, the defenders at the beginning of the conflict can decide to switch to pvp with majority defender consent. Guards count as defenders within their land. A mechanical flee must be agreed upon by ALL members of the scene Spoiler COMBAT RULES PAGE | 1. When a party emotes to pursue combat, parties must decide whether it will be resolved through CRP or PVP. Once a decision is made, it cannot be reversed unless both sides agree. If neither side agrees, it defaults to CRP. If the conflict includes eight or more people, the defenders may vote by majority to switch to PvP. Afterwards, it requires the consent of all groups involved. Guards are defenders when in their own land. The decision to mechanically flee should be decided by both parties when any party begins an emote with the intent to pursue combat. In the event of mechanical flee, both parties must wait for the countdown to finish before moving, moving early is not permitted. A Sufficient HALTING EMOTE immediately begins the CRP encounter; involved parties must adhere to the movement rules. If the party halted chooses to continue to run, they will be teleported back by a moderator. Emotes are made in #rp or #shout and must be heard by the other party. It must be reasonably descriptive, containing an action that attempts to impede them. You should be reasonably within the path or vicinity of the target to halt them, or emote moving into it. Spoiler COMBAT RULES PAGE | 2. A sufficient halting emote immediately begins the CRP encounter; involved parties must adhere to the movement rules. If the party halted chooses to continue to run, they will be teleported back by a moderator. A sufficient halting emote must be said in #rp, and contain a descriptive halting action such as “He moves to block her path, a hand held towards their weapon”, or both dialogue and said action. When emoting, blocking or impeding the target's path, you must physically be in their path or your emote must depict your character moving into it. The use of MECHANICS (blocks, LWC, lava, waterbuckets, flint & steel, MyPet, etc.) is disallowed once conflict is initiated. However, involved parties can: Emote the usage of Craftbook and LWC mechanisms (doors, gates, bridges, lifts, etc.) in CRP. Freely use Craftbook and LWC mechanisms in PvP. Summoning your horse via Whistle once combat is initiated is DISALLOWED, unless you have a Lore approved mount summon. Spoiler COMBAT RULES PAGE | 4. Once any party begins an emote with the intent to pursue combat, the use of mechanics (blocks, LWC, lava, waterbuckets, flint & steel, MyPet, etc.) is disallowed. However, involved parties can: Emote the usage of Craftbook and LWC mechanisms (doors, gates, bridges, lifts, etc.) in CRP. Freely use Craftbook and LWC mechanisms in PvP. Don’t use SOULSTONING when intending on pursuing conflict! This includes travel from Cloud Temple for purposes of banditry, raiding, and/or organized villainy. Soulstone pillars can't be "camped" or lingered around with the general intent to pursue conflict either. Spoiler COMBAT RULES PAGE | 6. The use of soulstones for: raiding, the general intent to pursue conflict, and/or organized villainy is disallowed. This includes travel from Cloud Temple. Soulstone pillars can't be "camped" or lingered around with the general intent to pursue conflict either. ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ DURING COMBAT: CRP ACTION: Be reasonable! You may draw and attack with a melee weapon in the same emote, provided there are no reasonable restrictions to your character or weapon’s movements. Be realistic in taking damage for your actions! If you fall from a great wall. . .well. . . ! Spoiler COMBAT RULES PAGE | 2. You may move four blocks per emote, or eight blocks per emote whilst mounted, whenever performing an action relevant to combat. An example of an action is swinging a melee weapon, blocking a strike, aiming a ranged weapon, preparing to throw a projectile, or casting magic. You may draw and attack with a melee weapon in the same emote. INVENTORY: Be reasonable X2! Just because you have it in your inventory, doesn’t mean you have it in roleplay! Don’t pull a boat out of your pocket. . . Combat relevant items MUST be represented in your mechanical inventory (Weapons, potions, other combat trinkets etc) The exception is mundane armour. You do not need minecraft armour to be wearing armour, it should just be represented clearly on your skin. Spoiler COMBAT RULES PAGE | 4. You must follow realistic standards for abstract scenarios such as when falling, walking or running with injuries, etc. You must account for these scenarios when referencing movement or other actions. Furthermore, combat roleplay does not adhere to mechanical standards and instead follows common sense logic. For example: your character can not pull a boat out of their pocket even if there is a boat in your minecraft inventory. The exception being that special items used in combat like weaponry, potions, etc., must be in your mechanical inventory to be used in CRP. JOINING COMBAT: When entering on-going combat, you must make TWO EMOTES to show your character’s presence before being able to engage in combat! The first emote must be non-combative, while the second can be in preparation of combat (Connection to magic, drawing weapon). The first emote must be made before a combat is LOCKED at 15 minutes Spoiler COMBAT RULES PAGE | 5. In order to join an ongoing combat scenario, you must make two emotes making your character’s presence known before being able to engage in the ongoing combat. Likewise, to leave combat you must emote three times unhindered, making your character's attempts to leave known. The first of two emotes to join will be your character making their presence known at the sight of conflict and is non-combative. On the second emote, one may begin to prepare for combat (drawing weapons, connecting to magic etc.). Although you need two emotes to join combat, only the first emote must be made in the 15 minutes before the CRP lock. Combat is considered “LOCKED” after 15 minutes of the initial emote to pursue combat: This prevents others from joining unless both sides agree and makes the fight “invisible” to those uninvolved. Players can use the MALIRALLY BELLS [Through 3 uninterrupted emotes] to extend the timer by 15 minutes and call reinforcements so long as the CRP is still unlocked. Only the first emote has to be within the initial 15 minutes lock. Once the CRP “Lock” is concluded, players must be left to leave unrestricted by anyone outside of the initial combat lock. As such, STALLING or intentionally holding off conflict through OOC mean is disallowed. Spoiler COMBAT RULES PAGE | 1. Combat is considered “locked” 15 minutes after the initial emote with the intent to pursue combat, preventing others from joining unless both sides agree. Ringing a rally bell may reset this timer once during the combat. Once combat is locked, players involved in the fight will be “invisible” to everyone who is not in the combat. Once combat has ended players are freely allowed to leave unrestricted by anyone outside of the initial combat. If at least one of three emotes for a rally bell is completed before the initial 15 minute lock, parties may continue to ring to extend the timer. The rally bell cannot be rang or attempts cannot be made after the initial 15 minute lock. 5. Stalling or intentionally holding off conflict through OOC means is disallowed. CRP MOVEMENT RULES: Players may use STANDARD MOVEMENT when performing an action alongside it (such as drawing a weapon), or SPRINTING MOVEMENT when solely running. Your character may not sprint if they are being reasonably attacked to impede their movement. (I.E: Shot to the leg, the horse’s legs) Be realistic when moving with injuries! Could your character sprint with a machete in their knee? Type of Movement STANDARD MOVEMENT SPRINTING MOVEMENT DE-BUFFS On-Foot: [4] Blocks [8] blocks Sprint reduced to [6] In heavy Armour Mounted - Horse / Boats [8] blocks [12] blocks Movement reduced to [4] when utilising ranged weaponry. Pausing the use can resume normal movement. Spoiler COMBAT RULES PAGE | 2. You may move four blocks per emote, or eight blocks per emote whilst mounted, whenever performing an action relevant to combat. An example of an action is swinging a melee weapon, blocking a strike, aiming a ranged weapon, preparing to throw a projectile, or casting magic. You may draw and attack with a melee weapon in the same emote. 3. You may move eight blocks per emote, or twelve blocks per emote whilst mounted or in a boat, when your character is solely focused on sprinting and not being reasonably attacked. ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ LEAVING AND POST COMBAT: The victor of the combat scenario allows the losing party to either soulstone or /d20. Using either prematurely or in bad-faith (Doing /d20 without the consent of the victor) can result in a mod teleporting you back! Spoiler COMBAT RULES PAGE | 3. The victor of the combat scenario allows the losing party to either soulstone or /d20. Using either prematurely or in bad-faith can result in a perma-kill the losing party’s characters. FLEEING COMBAT RULES: To Flee, you must emote THREE TIMES UNHINDERED, making your attempt to leave known! A player shooting or casting at you counts for being hindered EVEN IF IT MISSES. Aiming/preparing does NOT count for hindering purposes. An unhindered attempt at escape constitutes your character being reasonably mobile and able-bodied, with mechanically accessible means of escape. (ex: city gates are open.) Hindered attempts at escape include but are not limited to: a player shooting and or casting a spell at you. Aiming and charging up the bow/spell does not constitute hindering. Players must maintain line of sight and be within range of the player to hinder their attempts. Missing with LOS constitutes hindering. Things such as small objects / trees, barrels, etc do not count towards losing LOS for the purpose of the escape rule. Spoiler COMBAT RULES PAGE | 5. In order to join an ongoing combat scenario, you must make two emotes making your character’s presence known before being able to engage in the ongoing combat. Likewise, to leave combat you must emote three times unhindered, making your character's attempts to leave known. . . . An unhindered attempt at escape constitutes your character being reasonably mobile and able-bodied, with mechanically accessible means of escape. (ex: city gates are open.) Hindered attempts at escape include but are not limited to: a player shooting and or casting a spell at you. Aiming and charging up the bow/spell does not constitute hindering. Players must maintain line of sight and be within range of the player to hinder their attempts. Missing with LOS constitutes hindering. Things such as small objects / trees, barrels, etc do not count towards losing LOS for the purpose of the escape rule. RAID AND CAPTURE: Ransom rp ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ RAIDING limitations and guidelines: RAIDING?! Conducting villainy with 5+ players into a foreign nation, settlement or lair counts as a RAID! A raid must be told ahead of time to moderation through a /Modreq, including your destination, amount of people and raid leader. [I.E: Oren, Total Players: 7, Group Leader: Ptoey] You can continue your raid even without a mod picking up your ticket! A raid permits you to use the raid equipment LADDER CRATES, which are only usable during or leading to a raid. They must be emoted THREE TIMES in SHOUT! [#S] Spoiler RAID RULES | A raid constitutes an attack by five or more players of an outside group on a nation, settlement, or lair. Raid equipment like Ladder Crates and TNT Crates may only be used leading up to or during a raid. Prior to PvP starting, equipment must be emoted 3 times in shout in order to place. Raid equipment may be disarmed after 3 uninterrupted emotes. Emotes are not required after PvP starts. PVP DURING A RAID: can last up to one hour from the countdown’s end. After that, the defenders can demand them to leave if an acting moderator is not present. Spoiler RAID RULES | If PvP begins during a raid, it may last up to one hour from the countdown's end. After that, the defenders can demand them to leave through in game messages if a moderator is not present. “RETRIBUTION RAIDS”: If a realm’s citizen has been captured [and this fact known in roleplay], they may launch a retribution raid in retaliation to recover them or pressure for their release. Rescue raids are called off upon the release of the captive, or the death of the captive should their body be returned to their faction Retribution raids overrule raid cooldowns and player limitations Spoiler RAID RULES | Retribution Raids Retribution raids have no max to the amount of players that can be brought (whether in peace or war). They are not barred by raid cooldowns and they do not provide one if successful. If a nation/settlement/lair’s citizen has been captured, they may launch a retrbiution raid in retaliation to recover them or pressure the captor’s for their release. Rescue raids are immediately called off upon the release of the captive, or the death of the captive should their body be returned to their faction. “RAID VANDALISM”: A raid may perform one major act of vandalism DURING WARTIME following a raid. A moderator MUST supervise. Spoiler RAID RULES | DURING WARTIME, raiders may perform one act of major vandalism (destruction of property, burning a building, etc) immediately after the conclusion of combat. A moderator must supervise. ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ Capture Roleplay During mechanical combat, a player can be BOUND after being downed so long as it is emoted properly! When capturing a COMMON CITIZEN, you must actively interact with them for the duration of the 2 hour holding limit. If PVP occurs involving the holding party, no interaction is necessary but the time continues. The captive may not escape mechanically in PVP if the capturers emoted binding, tying or knocking them out. Active interaction is defined as no more than 15 minutes between emotes with the prisoner. Both captors and captive players must engage in high-quality RP in good-faith. HIGH RANKING NATION OFFICIALS like monarchs, military commanders, and councilors may be held actively for up to 3 hours with RP. PAUSING ROLEPLAY: If a player has to log off at any point throughout the capture, the players involved must first agree on a conclusion or resume the RP once they are able to both be online. While this is in effect, the captured persona cannot be played. The capture timer begins only when the captive arrives at the holding location, not as soon as they are apprehended. Spoiler Capture Roleplay | In COMBAT RULES During mechanical combat, a player can be bound via the capture plugin after being downed. When capturing a common citizen, you must actively interact with them for the duration of the 2 hour holding limit. If PVP occurs involving the holding party, no interaction is necessary but the time continues. The captive may not escape mechanically in PVP if the capturers emoted binding, tying or knocking them out. Active interaction is defined as no more than 15 minutes between emotes with the prisoner. Both captors and captive players must engage in high-quality RP in good-faith. High ranking nation officials like monarchs, military commanders, and councilors may be held actively for up to 3 hours with RP. If a player has to log off at any point throughout the capture, the players involved must first agree on a conclusion or resume the RP once they are able to both be online. While this is in effect, the captured persona cannot be played. The capture timer begins only when the captive arrives at the holding location, not as soon as they are apprehended. PVP RULES: On MY roleplay server. . .? More likely than you think ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ PVP REGULATIONS: Choose an appropriate STATUS to match all the players on your side! The Command for this is /Status Status list: freezing, fighting, casting, affectionate, crusading, sailing, pirating, blinded, crusading, sleeping, crippled, musical, flagged, mounted and recording Do not use Storage containers during Combat! Countdown [/countdown] will only begin when both sides have stated that they are ready for pvp. Players have 3 minutes to initiate a countdown after agreeing to PVP Once PVP has been called, engaging in mechanics during the 3 minutes prior to countdown (Hitting, moving, dropping items, summoning horses) is PROHIBITED unless both sides agree! If you are completely disengaged from PVP for 10 minutes, you are free to leave. Spoiler PVP / Mechanical Combat | COMBAT RULES PAGE Mechanical Combat, also known as PVP is also considered RP. However, it uses Minecraft combat to simulate the encounter. In the event that this combat is chosen, you must do the following: All involved players must choose an appropriate /status which must match for all players on the side that you are fighting for. The use of storage containers during combat is disallowed. Before initiating a /countdown, both sides must have clearly stated they are ready for PVP . Players have 3 minutes to initiate a countdown after agreeing to PVP to start. Engaging in mechanics after PVP has been agreed upon (hitting, moving, dropping items, summoning horses) is prohibited. After the countdown ends, these restrictions are lifted. If you are completely disengaged from PVP for 10 minutes, you are free to leave. TECHLOCK RULES Rules for potions, armour and weapon usage! [x] ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ This Page is for rulings we have on the way that POTIONS, ARMOURS AND WEAPONS can be used and roleplayed. This is important to read especially when your character is using any of these things within combat, as there are guidelines to the emotes and effects that can take place. Potions ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ CONSUMABLE, THROWING AND OILS ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ POTIONS are derived from our Alchemy feat, made by players and serving different purposes based on the type of potions brewed. The three most common types are: Consumables, potions you consume to gain an affect. Throwing potions, potions you throw to create some sort of AOE effect. Lastly, Oils which you use to coat your materials in! A potion can either be player signed or Story-team signed, but they must be made by someone who has the Alchemy Feat, which can be applied for here if a teacher is found in roleplay: [x] ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ An Example of a Potion: Spoiler ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ HOW TO USE: Potions follow a [3] emote-count rule! That means that ALL potions must be emoted THREE times before use unless otherwise stated. The Standard emote for potions follow the following format: Retrieving the Potion: Your character emotes the action of reaching for and grabbing the potion from their belongings. Preparing the Potion: Otherwise known as PRIMING the potion. This involves actions such as uncorking the bottle or shaking it, depending on the potion's requirements. Consuming or Using the Potion: Finally, your character drinks the potion or applies it as needed, initiating its effects. Armour [x] ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ ARMOUR: LIGHT, MEDIUM, HEAVY ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ REDLINES: Armor Types may be mixed and matched, but each piece retains its given properties. (I.E A player wearing a chain sleeve retains Medium armour properties for his arms, but the Plate Torso retains heavy armour) Voidally Weak (or similarly weak) characters are incapable of wearing Medium and Heavy Armor to any degree lest they suffer immense fatigue. The exception to this rule is Half-Plate, provided that they are eligible in the redlines of their MAs/Feats. Sprint Distance defers to what adorns the Player’s Torso. This extends to Half-Plate for eligible MAs/Feats, CAs that lack fatigue, and abilities which emulate Sprinting (Floating, Etcetera). Armour Type Material Damage Limitations Light Armour Leather Padded Gambeson Mitigates: minor lacerations and slashes vulnerable: Thrusts Blunt Attacks Standard Sprinting Speed [8] High mobility and dexterity Medium Armour Chainmail Scales Lamellar Plates Reinforced Leather Protects/ mitigates: Slash attacks Blunt-force trauma Vulnerable: Piercing attacks (Ranged/ Thrusts) Standard Sprinting Speed [8] Relatively mobile Heavy Armour Plate Armor Half-plate Brigandine Other Plate Armoury Impervious/Highly mitigates Slashing Thrusting Vulnerable: Thrusts into joint-gaps Blunt-force trauma Some ranged weapons Sprint distance reduced to [6] blocks, Standard and horse movement remain the same. Ranged and Siege Weapons [x] ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ BOWS and CROSSBOWS ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ REDLINES Emote count of Bows and Crossbows are reduced by [1] after the first shot. Emote count returns when they are attacked, damaged or sprinting. Movement is reduced to [4] on horseback, unless pausing to reposition. Movement on foot follows standard movement rules when utilising the bow/crossbow All bows and crossbows must be adequately stored and represented IRP, and roleplayed according to their weight and size Crossbows may NOT be pre-loaded before combat, and take into account the weight of the draw. BOWS Range Emote Count Damage Pre-requisites Shortbows Hand-Crossbows 40 Blocks 3 Emotes / 2 Emotes Heavy Armour Stopped Medium Armor Mitigation Usable on Horseback Longbows Crank-Crossbow 48 Blocks 4 Emotes / 3 Emotes Pierces all armours at full draw: Pierce through skin and bone. Un-usuable on horseback Free motion of the shoulders [Crank Crossbow] Use of heavy windlass/Crannequin EMOTE GUIDELINES FOR BOWS AND CROSSBOWS [Stolen from ST] Spoiler BOWS Roleplay emotes Shortbows Hand-Crossbows Steady the Hand Crossbow / Shortbow Pull the String and Load the Bolt / Nock the Arrow and Draw Bowstring Aim and Release the Projectile Longbows Crank-Crossbow Crank Crossbows Steady the Crank Crossbow Press the Weapon to the Ground and Attach the Crank Crank the String Back and Load the Bolt Aim and Release the Projectile Longbows Steady the Longbow Nock the Arrow Raise the Bow and Draw The Bowstring Aim and Release the Projectile ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ MISC RANGED WEAPONS ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ REDLINES - MISC Emote counts may NOT be reduced. All Misc Weapons can be used on Horseback Movement is halved to 4 blocks on horseback when using Misc Weapons, unless they pause their loading for movement. Movement on foot follows standard movement rules when utilising the ranged weapons They may not be pre-loaded before combat. MISC RANGED Range Emote Count Damage Pre-requisites Blowguns 16 Blocks 2 emotes: Incapable of piercing more than two layers of cloth and armour. Poisonous darts are impossible to obtain. Custom Darts can be made via ST/Alchemy. Slings 16 Blocks - 40 blocks if [3] emotes. 2 emotes / 3 emotes (additional winding to increase distance) Incapable of Piercing Armour [Non-metal] Concussive force into non-padded areas. [Metal] Concussive force guaranteed x Javelins / Throwing Spears 16 Blocks - 30 Blocks if [3] emotes 2 Emotes / 3 Emotes (“run-up” preparation to increase distance) Leather and Gambeson Punctures Heavy Armour Stopped Medium Armour Mitigated Impossible to Conceal Impossible to Carry in large quantity Cannot be used with voidal-weakness Throwing Knives 16 Blocks 2 emotes Cloth and Leather Punctures Heavy Armour Stopped Medium Armour Mitigated Concealable ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ SIEGE ENGINES ⊰━━━━━━━━━━━━━━━━⊱༒︎ •✦• ༒︎⊰━━━━━━━━━━━━━━━━⊱ REDLINES - SIEGE WEAPONS Emote Counts cannot be decreased Siege engines only be used during an event or a warclaim, and not during common crp. Siege engines are too heavy to be moved by a person: siege weapons must be mounted on wheels or on the ground. To utilise a siege weapon, the minimum amount of players must be met to operate the equipment. They cannot be pre-loaded before combat. ENGINE TYPE Range Emote Count Damage Pre-requisites Ballistae 100 Blocks 4 Emotes ALL ARMOUR punctured Wood and Plaster Punctured Stone Fortification Mitigate Must be mounted on the ground or cart Must be loaded by TWO players minimum Trebuchets 100 Blocks 5 Emotes ALL ARMOUR Crushed Lacks the Precision to strike small targets Minimum of THREE players to utilise Cannons 100 Blocks 5 Emotes ALL ARMOUR Crushed Utilises Black powder, an alchemical mixture used as an explosive projectile force Minimum of THREE players to utilise EMOTE GUIDELINES FOR SIEGEWEAPONS [Stolen from ST] Spoiler Ballistae Ballistae require [4] Emotes to Use, and a [2] Man Crew. 1. Twist the Cranks and Crank the String Back 2. Lock the String In Place 3. Load the Heavy Bolt 4. Aim and Release the Projectile Trebuchets Trebuchets Require [5] Emotes to use, and a [3] Man Crew. 1. Pull the Long-Arm’s Rope to Lower the Projectile Sling 2. Insert a Firing Pin to Secure the Rope 3. Load the Heavy Projectile 4. Calibrate the Long-Arm and Aim 5. Strike the Pin and Launch the Projectile Cannons Cannons require [5] Emotes to use, and a [3] Man Crew. 1. Prepare the Cannon Shot and Clean the Bore 2. Load the Black Powder and Replace the Fuse 3. Load the Cannon Shot 4. Light the Fuse and Aim 5. Fire the Cannon ⊰━━━━⊱༒︎ •✦• ༒︎⊰━━━━⊱ 75 Link to post Share on other sites More sharing options...
Dyl 2088 Share Posted February 24, 2025 Totally mod sponsored 5 Link to post Share on other sites More sharing options...
HugoAntero 1962 Share Posted February 24, 2025 didn't read -1 its trinn -_- +1 if u hop on rivals 1 Link to post Share on other sites More sharing options...
trinn 5146 Author Share Posted February 24, 2025 guys the techlock page wont make its own page im death im dead 9 Link to post Share on other sites More sharing options...
Nectorist 12869 Share Posted February 24, 2025 @I hate you 3000no it’s not locked anymore 2 Link to post Share on other sites More sharing options...
bickando 3967 Share Posted February 24, 2025 -1 hate this girl 3000 1 Link to post Share on other sites More sharing options...
Gustando 1990 Share Posted February 24, 2025 erm. . i thought only people who ROLEPLAY can make crp guides! -1! :/ 2 Link to post Share on other sites More sharing options...
tadabug2000 4921 Share Posted February 24, 2025 This is amazing, and really helps in making the rules more digestible and easy to understand! Thanks a ton for writing it! 2 Link to post Share on other sites More sharing options...
xo31 3983 Share Posted February 24, 2025 Didn't read I'm going to powergame 2 Link to post Share on other sites More sharing options...
veganwalmart 1059 Share Posted February 24, 2025 this has been so needed for so long thank you for being the one to do it!! 2 Link to post Share on other sites More sharing options...
sam33497 7356 Share Posted February 24, 2025 Yeah **** all this im doing what I want and if mods get called im logging. 4 Link to post Share on other sites More sharing options...
trinn 5146 Author Share Posted February 24, 2025 6 minutes ago, sam33497 said: Yeah **** all this im doing what I want and if mods get called im logging. My live reaction 3 Link to post Share on other sites More sharing options...
Zqppy 918 Share Posted February 24, 2025 -1 Parrying and attacking in the same turn is cringe And discouraging pking after crp is also cringe It is up to the player, but I will loose respect for you abd not want to interact with you if you don't give your character consequences for loosing. Other than that I'm sure the post is fine :> <3 <3 <3 Link to post Share on other sites More sharing options...
Clone_Fives 75 Share Posted February 24, 2025 (edited) 25 minutes ago, Zqppy said: Parrying and attacking in the same turn is cringe How and why is this cringe? Because without being able to parry then attack you will just get a loop of a very one sided fight. Edited February 24, 2025 by Clone_Fives 1 Link to post Share on other sites More sharing options...
Turbo_Dog 3570 Share Posted February 24, 2025 I like this guide. Time to ask a silly niche though. Can you give any recommendations about using a warpick in crp? I want to get into using one but I want to do it right. 1 Link to post Share on other sites More sharing options...
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