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 Post subject: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Thu Oct 01, 2009 1:01 pm 
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PVP Rules and Guidelines


PVP stands for "player-versus-player," and refers to combat between player characters (PCs). The rules regarding PVP encounters are described below. Please familiarize yourself with these rules and follow them. Remember, above all, that we expect you to be respectful, polite, and good to each other OOCly.

*There must always be a roleplay reason to initiate PVP!*
*Always allow an RP out before attacking, unless the other player has "consented" to PVP!*
*Setting your target to hostile before initiating PVP is always a MUST!*



<< RP Outs, "Consenting" to PVP, Toggling Hostile >>


  • This is a PVP consent server. Always allow a player to roleplay a way out of a situation, unless the player consents to PVP (consent CAN be given in one of the ways described in the paragraphs below).
    You allow a roleplay out by RPing to show hostility before an attack on a player character. Examples of RPing hostility include *Draws sword*, *Grabs the hilt of his sword*, *Grips his staff tightly*, or similar phrases that show hostility, annoyance, anger, or suspicion, and allow the player you are interacting with to understand that PVP is imminent. This gives the other player a chance to use an IC (in-character) action to avoid PVP (otherwise known as the RP out). RP outs include fleeing, surrendering, apologizing, trying to change the subject, diverting the hostility elsewhere, etc.
    Or the other player could toggle hostile and attack you.

  • Roleplaying hostile actions (drawing your weapon, grabbing the hilt of your sword, gripping your staff tightly, etc.) towards another player is consenting to PVP with that player. This means that the other player may toggle hostile and initiate PVP against you without giving an RP out.
    Third parties (friends, bodyguards, etc.) must still give an RP out if they want to initiate PVP (in other words, if they want to start a fight).

  • But once PVP has started, both sides have consented to PVP with third parties. Third parties may set hostile and join the PVP without giving an RP out, as long as they have some RP reason for doing so (wanting to break up the fight, protect their friend, etc.).
  • Transitioning out of an area counts as fleeing, whether during mechanical PVP or when an RP out is given. Please note that this counts as a PVP loss and parties should avoid each other for 24 hours. This means the fleeing party must likely avoid the map upon which conflict took place until the deemed victor has moved on.

  • By committing an IC crime in front of witnesses, and then running away, you are automatically considered to have consented to PVP and are at the mercy of the player against whom you have acted, if they catch you. No RP out is required.

    If you are caught and brought in to a lawful organization (such as the Flaming Fist or the Charnag Maelthra) to answer for your crimes, then you are expected to RP the consequences of your actions. Imprisonment ("jail time") is never permanent, but fines and executions can be. If jail time or RP at the mercy of your captives for crime and punishment are not to your taste, then do not commit crimes within city limits or commit murder anywhere and be seen by a witness.

  • Screenshots sent to the DM Staff clearly showing any PC initiating PvP in front of guards (FAI, BG, any MAP with an NPC guard on it) may equal either a hanging and/or simple perma-strike against that PC, unless a DM is present to oversee the PvP conflict. This is non-negotiable. Note that RP'ed PVP, such as emotes indicating violence, may well fall within this definition. Its best to consider it does.

    Also, lawful duelling in Baldurs Gate Farmlands (IE an honour duel by consent, or non-lethal sparring) would NOT be covered by this.
  • Parties who catch infiltrators can PVP them within guildhalls, and can initiate PVP with the appropriate RP outs. PVP outs should still be given for visitors.

    Guild members should still try and get supervision for PVPing in front of their NPCs. If they cannot then it would be one of the situations whereby we would not issue permastrikes or censure for initiating PVP in front of NPCs. The reverse is not true, and the infiltrator must either flee or gain supervision before initiating PVP.

    If the PVP takes place without supervision, and the party who is visiting or infiltrating the guildhall is victorious, they should leave the guildhall immediately as the guildhall PCs would intervene to eject them, and restore the losing member of the guild to health.

    Not the above does not override the general requirement to seek DM team permission before infiltrating a guildhall.

  • A character who continuously provokes, taunts, slanders, bullies, or offends another character is consenting to PvP with that other character. The provoked, taunted, slandered, bullied, or offended character is not required to give an RP out before engaging in PvP with his or her tormentor, as long as the attack occurs during the hostile taunting, offending, etc.

    A single or occasional offhand remark is NOT auto-consent. In such a case, the offended character must still roleplay hostility in order to provide an RP out for the character who made the remark.
  • Consent to PVP is for a single incident only. Hostility RPed hours or days before does not carry over to later encounters. Fresh RP outs must be given.

  • Going into stealth mode or Hiding in Plain Sight right in front of someone can be regarded as highly suspicious and hostile and is therefore consenting to PvP, UNLESS the stealthing player roleplays it as a non-hostile action. A way to RP non-hostility is with an explanation such as, "I now go into the shadows," which indicates that you are merely leaving.
  • Pickpocketing can be regarded as highly suspicious and is therefore consent to PvP. The context of it may mean PvP does not occur, however. A reaction in the instant would not lead to a permastrike for PvP before guards, although revenge taken later would do so.
  • Spell buffing, use of potions, wands, item powers, and scrolls during a confrontation consents you to PVP.

  • Resting to regain hit points, spells, and abilities during a confrontation consents you to PVP.

  • You must always, without exception, set your target(s) to hostile before initiating PVP. PVP includes regular attacks, knock down, Curse Song, offensive spells such as Dispel/Mordenkainen's Disjunction/Spell Breach, etc.



<< Underdark Versus Surfacers >>


  • Underdark players on the surface, and surface players within the tunnels of the Underdark (excluding the city of Sshamath), are consenting to PvP. They may be killed on sight.
    Players outfitted in such a way that hides their skin, eyes, and other identifying features (hoods are not acceptable for this purpose) must be RPed into PVP as per the PVP rules above. Patterns of speech, accents, body language, and things of the sort are discerned only through roleplay. In order to figure out whether a Drow is in fact a Drow you must spend the time uncovering it through RP: You may not metagame use of the player's bio, the fact that the name sounds funny, or the drow's "size." The same applies for Surfacers within the Underdark tunnels.



<< Familiars, Companions, Summonings and Shapeshifting >>


  • Familiars and Animal Companions are considered an extension of the player character. Normal PvP rules must be followed if you wish to attack Familiars and Animal Companions.
    However, the owner of a Monstrous Humanoid, Hellhound, or Worg animal companion consents to PvP if s/he is seen on the surface with that animal companion.

  • Summons can be attacked on sight, but normal PvP rules must be followed for the summoner (the player). The owner of the summons must also follow normal PvP rules in order to attack the killer of his or her summons. (Summons include any creature that can be summoned through a spell or an ability, and that is not a Familiar or an Animal Companion: These include angels, devils, elementals, and undead, among others.)

  • Shapeshifting: While polymorphed into a form that is not your own, you are perceived as being what you have become. This is PVP consent, unless you revert back to your natural form or RP that you are not a threat to the player that happens upon you in a shapeshifted form.



<< Assassinations >>


  • If you hire someone to assassinate a player character, you must inform the DMs of this contract. You must inform the DMs in detail about why your character wants to have the target assassinated.

  • If you have been contracted to assassinate someone, you must inform the DMs of this contract. The DMs need to know who has hired you, who you are targeting, and how much you are being paid.

  • In order to ensure fair play, and to confirm that an assassination has occurred, a DM must be present whenever an assassination takes place. If a DM does not legitimize an assassination after one has occurred, it is not considered an official assassination, and the assassin in question is vulnerable to being punished for breaking the standard PVP rules.

  • An assassination attempt is a temporary suspension of the normal PVP rules. In other words, you can attack without an RP out. The proviso is that a DM must be present, in-game, for the attack, in order to bear witness to it, and explain the situation to the victim (the PC being assassinated).

  • If a DM is not present when an assassination is attempted, the attacker has violated PVP rules.



<< PVP Aftermath >>


  • After a PVP death a character has amnesia, and does not recall the last 24 hours. Events that led up to his or her death, who did it, why, and what the opponent looked like is information that is all erased from the character's mind. If the winner chooses to only knock out the loser, the loser remembers everything.

  • Avoid directly interacting with the player or players you have PVPed for a period of 24 hours, unless you've received permission to be present around the player or players you PVPed. Permission is granted only by the player or players that were involved in the PVP.



<< Screenshots >>


  • It is always good to take screenshots and send them to a DM if any of the above PVP Rules and Guidelines have been broken or violated. The PVP rules must be followed by all players and actions can and will be taken against violators!


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 Post subject: Re: PvP Rules and Guidelines - MUST READ
Unread postPosted: Fri Mar 12, 2010 2:33 am 
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Update: Disarm is no longer prohibited in PvP.


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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Sat Dec 25, 2010 2:01 am 
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Update: The rules have been clarified somewhat, and new assassination rules have been added.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Sat Apr 23, 2011 12:42 am 
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An additional note as to the aftermath of PvP. The winner of the encounter decides whether your PC is dead or simply unconcious. PvP does not always have to end in death. However, in all cases, the winner decides the loser's disposition, and may drag them off to the Fist, or to be fed to wyverns, as the case may be. Regardless, no action taken by another player can result in the loser's permadeath without the loser's permisson.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Tue Sep 27, 2011 10:14 am 
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Significantly redrafted the PVP rules.

Notable changes:

-"RP outs" added as one of the golden rules (unless "consent" has been given).

-Reworded the rules and reorganized the paragraphs in an attempt to clarify when PVP "consent" has been given

-Added another requirement to assassination contracts

-Added rules about knock-outs and memory loss in "PVP Aftermath"


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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Tue Nov 01, 2011 8:14 am 
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Clarified some policies that have always existed, but were not clearly written here.

1. Familiars, Companions, Summonings and Shapeshifting: Clarified that the Monstrous Humanoid, Hellhound, and Worg animal companions consent you to PVP if you are seen controlling them on the surface.

2. Familiars, Companions, Summonings and Shapeshifting: Reworded the Polymorph/Shapeshift rules to use the current "consent" language.

3. PVP Aftermath: Reworded the "avoid for 24 hours" policy to make clear that it applies to all PVP. The point of this policy has always been to prevent revenge PVP, regardless of how the fight ended.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Thu May 16, 2013 5:42 pm 
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Removed a loophole from the PVP aftermath rules, as it was determined to be against the spirit of the rule.

The old rule read:

Quote:
Avoid directly interacting with the player or players who you have PVPed for a period of 24 hours, unless an RP reason is presented to you, or permission has been granted for you to be present around the one you have PVPed. Permission is granted only by the player or players that were involved in the PVP.


The "unless an RP reason is presented to you" clause has been taken out, and the rest of the rule has been reworded for clarity.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Tue Sep 17, 2013 5:53 pm 
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Update to the Assassination Rules.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Thu Sep 19, 2013 9:08 am 
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PvP and KOS clarifications from Maecius, logged here, to be integrated into the OP at future time.

Maecius wrote:
In all things related to PVP, you must be sure to strictly follow the PVP rules:

    - You cannot simply attack someone unprovoked. You must show hostility beforehand, giving the other player a chance to calm the situation or leave the area before PVP occurs. This is called an "out."
    - Failure to take the "out" can and sometimes will result in PVP. If you continue to taunt the other character, if you cast evil spells, if you summon a fiend, if you enter HIPS mode, if you start battle-buffing, if you begin saying a prayer to the gods of light and justice in the middle of a necro-party, then yes, you have agreed to PVP. You've rejected your out.
    - If PVP is ongoing, any third-party PC may join the PVP on either side of the fight without roleplay restrictions. This allows for hidden allies to join a confrontation, or for passers-by to get involved in breaking up the fight.
    - If you OOC "rest" to get back all of your spells in the middle of an argument that appears to be heading towards PVP, not only have you rejected your out, but you will probably get into trouble for metagaming as well.

With regards to "Kill On Sight" (KOS) rules, where the PVP out rules are suspended? Only DMs may rule that a character, class, race, or situation is "KOS." Currently there are only three things that are KOS:

    - Summoned creatures (including evil animal companions [on the surface]; but not normal familiars or animal companions), and undead are KOS (yes, this includes angels). The SUMMONER/ANIMATOR has not consented to PVP, however, and must still be given roleplay before PVP occurs.
    - Drow and Tannurrak races on the surface are KOS. All Surface races in the UD, outside of the city of Sshamath or Varalla's Passage area, are KOS.
    - Casters and shapeshifters are KOS if they are in a shapeshifted form. This includes devil forms, monster forms, elemental forms, threatening animal forms, and so on. You are perceived IC to be what you're shaped into, and have consented to PVP by taking that shape.

Currently, orcs, necromancers, Zhentarim, and other evils on the Surface are not KOS.

Currently, paladins, priests, and Lords's Alliance faction members in Areas outside the Law of Baldur's Gate are not KOS.


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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Thu Sep 19, 2013 2:15 pm 
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DM Mouse wrote:
PvP: Giving an out means allowing for a non-combat resolution to player conflict; this is not a free pass to avoid conflict or consequence. Outs are not required to be favorable nor do they excuse you from interacting with an aggressive character. You must either remain in character and resolve a situation through Role Play or log out of the server if you do not wish to participate in our world.

Refusing to role play and then complaining when you get cut down is not okay. It is to be established and eventually included in some form through the original post that role playing is not optional nor do players have an automatic right to ignore aggressors.

Mandatory role-playing has long been our stance here, though we do not forbid ooc interaction. There should be a general understanding of the difference between the two among our blessedly very mature players, so thank you guys ahead of time for helping us maintain a healthy role-playing community.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Fri Apr 17, 2015 3:21 pm 
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PvP rules updated 17/04/15

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Sun May 03, 2015 4:13 pm 
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PVP rules updated 03/05/2015

((Subject - Area transitions and PVP - previous good practice made explicit))

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Tue May 12, 2015 4:47 am 
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Just a note: All those who PM'ed in saying "What's changed" after the last updates - sorry! We will make explicit or even quote the changed sections in the future.

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 Post subject: Re: PVP Rules and Guidelines (MUST READ)
Unread postPosted: Sun Feb 21, 2016 5:52 am 
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Edited 21/02/16: to add mention of the general rule regarding infiltration of guildhalls.

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