Minor revision in PvP rules

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*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


Only minor alteration to the server rules, but we thought it would be better it's mentioned openly. We've already lived by this guideline before, but now we rather altered the rules so that it's part of it. (Alterations highlighted with color)


The new PvP rules:
1.3) Player versus Player (PvP)
   - Consent required for PvP, if consent is not given, the decliner need to move elsewhere.
   - Would your character die in PvP, avoid conflict or contact for day, unless in character (IC) reasons give another result. (such as being captured)
   - Abilities, spells or other things that aren't in game engine requires consent of the DM (in events, or situations they are present in) or all players it affects to. If no consent is given, then the said abilities just can't be used.




For sake of comparing, the old ones is added in quote box below:
old rules wrote: 1.3) Player versus Player (PvP)
   - Consent required for PvP, if consent is not given, the decliner need to move elsewhere.
   - Would your character die in PvP, avoid conflict or contact for day, unless in character (IC) reasons give another result. (such as being captured)
   - Do not look for PvP for PvPs sake, there are servers built around it, this is not one of them.
Though we're still not built around PvP, but technically it was more akin guideline than rule to begin with. :P
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Just a small post clarifying how this rule is intended.

There are a great number of things that in PnP your character would logically be able to do, but which aren't implemented in nwn2 (or atleast not in SCoD). The rule applies in such a way that we don't want to prevent people from using such abilities, but you must allow other players to opt out of the consequence, or if a DM tells you that you can't do what you ask, you must respect this.

Examples of typical abilities that are possible in PnP:

- Paladin power of detect evil.
- Spells that don't exist ingame.
- Contingent spells.
- Mindreading.
- Bullrush and other combat maneuvers.

When using abilities like these, you should ask the player nicely and present a case why you are able to do what you do, and the player involved may decide that he doesn't want to let you Scry on him for example. If this happens you must respect that the game mechanics of nwn2 will be the baseline we play on.

That said, I urge players to allow sane abilities to work when possible and practical. The main reason for this rule is to prevent people feeling forced to accept out of game mechanics.
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