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combat rules

The District 18 roleplay sim is an FFC [Freeform Combat] sim. In this regard, that means each player will decide an action, attempt it on their opponent, and then during the opponents turn, respond and react accordingly. This allows for a free flow of roleplay and gives players more creative freedom. With that in mind, there are a number of rules to follow when you engage in combat to keep things fair, at least to a degree. We want to support your ability to roleplay as you wish for your character, but also provide a fun and fair setting as well.

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STANDARD RULES OF SL RP IN FFC

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  1. NO GODMODDING.  This has been standard in SL RP for years, but bears repeating, we do not allow for anyone to Godmod another players character. Godmodding is the act of taking control of another player's character and making actions for them against their wishes. This is strictly prohibited and any attempt to do so will be met with judgement from staff.

  2. NO POWERGAMING. Another standard of SL RP, powergaming is attempting to use the rules and systems in place to gain the upper hand, such as min/maxing or interpreting rules in such a way as to get your way over others. This is strictly prohibited and any attempt to do so will be met with judgement from staff.

  3. NO METAGAMING. Yet another standard of SL RP, metagaming is the act of using OOC knowledge you as the player may know, but your character does not, to gain an advantage against another. This is strictly prohibited and any attempt to do so will be met with judgement from staff.

  4. NO NINJAS. A Ninja is a character who is totally invincible and can do everything and never gets hurt. That isn't realistic nor is it fun. Every player should be willing to take some hits as it helps provide story and fun for all. Plus, this world has clones and cybernetics, who wouldn't want to get a badass cybernetic arm or awaken into a superior clone?

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DISTRICT 18 FFC COMBAT RULES

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1.     All combat between players will be limited to a 1 to 2 ratio. That means no combat can allow for one side to be outmatched by another by more than 1 player. 

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2.     Players should settle on a post order before combat begins. Once combat begins, no additional characters may join the fight/scene unless all involved agree.

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3.     All players are limited to 2 actions per post. This includes dodging, aiming, attacking, reloading, moving to a new position, or any other action that requires your character to move or do something. Speaking and giving orders does not count toward this limit.

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4.     Players may only attack up to a total of 2 characters with an action, fitting with the attack type used. Eg. Explosives [5-10M radius], firing a weapon twice, etc.

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5.     All players, when taking an action against a target, must clearly state the target and then can ATTEMPT an action against that target. All actions against other targets are ATTEMPTS UNLESS the character took a hit and was Stunned [Eg. EMP Device, Ionic Pulse Weapon, Stun Weapon, or Sonic Device.]

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6.     If there is more than one player involved in a combat scene, a player may intervene against an action taken against another player so long as their post turn comes before the targeted player's. [Eg. Jumping in front of an attack, blocking an attack, etc.] This intervention can only be a reaction, and cannot include an attack of any type.

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7.     When a player is considered defeated, they're at the mercy of the victor. The victor may do as they see fit with their captive within the rules of consent.

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8.     Capture cannot last for longer than 2 hours without roleplay. Any captive that has not received roleplay within that span of time are free to escape, but must take some form of injury in the process.

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9.     Injuries should be decided by the players receiving them, with 3 levels being taken into account: This is not required, but allows for the development of your character and can provide roleplay for others.

Minor Damage - Heals within a day.

Moderate Damage - Should seek medical assistance. Heals within 3 days.

Major Damage - Needs medical assistance ASAP. Heals within a week.

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10.    Combative movement per turn may not exceed 12M in any direction. Players should NEVER leave chat range without giving everyone in the post order a fair opportunity to respond. 

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11. All actions, reactions, and decisions can be made by the players. If players wish, though, they may utilize dice to add an element of randomness to what they do. Simply roll a d10 or d20 after an action, and the target can then roll the same dice. The highest role wins and the action either happens as was intended, or the reaction to it happens as intended. [Tied rolls require a reroll by both parties] When using this Dice System, all characters have 3 Hit Points, and are considered knocked out or incapacitated when reaching 0. THIS IS NOT A REQUIREMENT BUT AN EXTRA ELEMENT PLAYERS CAN USE TO ADD TO THEIR COMBAT EXPERIENCE. THIS FORM OF FFC MUST BE AGREED UPON BY ALL PARTIES INVOLVED PRIOR TO THE SCENE STARTING.

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At this time no race or faction has modifiers to supplement their dice rolls.

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