PvP Mechanics
Player vs. Player encounters are an inevitable element of RPGs. Given their gamebreaking potential, PvP interactions are strictly regulated in my campaigns; usually banned. As such, the rules below will only be used in specifically authorized campaigns. If not authorized, PvP is banned completely.
Combat
PvP combat is the most consequence-ridden (and potentially game-ruining) encounter one can have. As such, it must not be taken lightly by either side, the other players, or the DM. PvP combat is allowable if ALL of the following conditions are met:- All players intending to participate MUST consent to the combat and be 100% accountable to/accepting of its in-game consequences. No whining or complaining after the fact. All players consenting to the combat roll initiative; once the participating players have rolled and Round 1 begins, no additional players may interfere until combat is deemed to be over. If a player in combat is nearing death and wishes to surrender, they must role play their grovelling/begging/persuasion to their would-be executioner. The combat can also be deemed over if all participating players mutually agree to end it.
- There must be an appropriate in-character motivation for the player initiating the fight. The player(s) on the receiving end of these threats may act as they would in character, but will not be forced into the fight on this basis if the player does not wish to be. Conversely, if the player wants to fight, they can do so even if it would be out-of-character. In addition to proper motivation, the character initiating the fight must be clearly provoked by something their target recently said or did in-game. The provocation must be in line with the character's motivation; the DM gets final say on whether the player's reasonings are acceptable enough to initiate PvP combat.
- The Sharpjaw Rule (named in his honor, not his spite): All participating players must be at an appropriately equivocal amount of HP and spell slots (if they are casters). Resources stemming from Class features will only be considered on tougher rulings. This is to ensure that no one can unfairly gang up on their companions when they are low on health. However, if the player with lower resources EXPLICITLY, without undue pressure from the aggressor, waives their right to equivocal resources in the fight, this rule will be satisfied.
- It becomes apparent that no one is having fun, not even the instigating player
- The combat is likely to result in a TPK or only one player standing, whether immediately after the combat or by an outside force that sets in afterwords
- The encounter would interrupt/derail an important campaign story event, or the entire campaign itself.
- The encounter is clearly just an attempt to metagame, even if there is technically an in-game reason.
- If either player begins fueling out of game conflict or emotions into the PvP encounter. This will be immediately shut down and the player will be given one warning before being booted from the remainder of the session (unless, of course, the DM is fed up and wants them gone).
Social/Non-Combat Interaction
If a player wishes to engage another player outside of combat, they may do so within reasonable limitations:- If a player makes a non-Charisma based Ability Check against the other player, the latter will make a contested Ability Check with the appropriate skill. For example, if pickpocketing an individual using Sleight of Hand, the individual would counter with a Perception check or their passive Perception score (whichever is higher). If failing the contest would result in the defending player taking damage (ex. the aggressor trips them so they fall down a 20 ft cliff), the defending player can choose to make the appropriate saving throw instead.
- A player can make an Insight (Wisdom) check on another player ONLY to determine if they are lying/being dishonest about something specific. The instigating player must be able to see and/or hear the individual in question to perform one of these checks, and must have reasonable suspicion/motivation to believe them to be dishonest (see rule #2 for PvP Combat). The opposing player makes a contested Persuasion or Deception (Charisma) check, but does not specify which check they are rolling. Results will depend on how close the rolls were, and are directed at the DM's discretion. If the defending player loses badly enough, the DM will require them to reveal the truth, but only to the extend that the instigating player asked when making their check (ex. if the defending player is involved in a large criminal conspiracy, but the instigator only asked about one specific part, the defender does not have to reveal the whole scheme). If the instigating player loses badly enough, they are not allowed to try again unless a separate conversation/event occurs later to provoke suspicion. They cannot metagame and act as if they know the truth; the DM will look for this and shut it down immediately.
- No Charisma checks can be made against another player in the context of forcing them to do anything they would not have done (ex. Charming without a spell, persuading someone to make a decision the player would never direct their character to make). If you want to convince another player to do something, use roleplay, not dice.
Purpose
To guide those who navigate Gaion with the DnD RPG system.
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