OPTIONAL PvP System
The system is based on the Conquest system from retail, so all credits to them for a majority of this system.
How to use this system
So when players want to do PVP, they are free to decide what system they want to use. If both players agree they can use this system. STs are free to have this system be used as the basis for their events but must CLEARLY state they will be using this system so players know what to expect. In Main Events with PVP, there will either be another raid or a section of the raid cordoned off for PVPers. Players in this group or secondary raid can decide whether or not to use this system or use something else. HP should always be tracked and put in the players TRP currently.
Keep in mind, beyond fluff effects, items do not work in this system and give no bonuses or advantages, debuffs or disadvantages. The staff will not create items for PvP nor will we allow players to create items for PvP. There may be rare occasions where certain events may give bonuses or debuffs to one or both sides but those will be communicated by Zackaroth or other staff.
Health
Health is decided by the players or the DM. The recommended starting HP is 4 but this can be changed on players preference. Keep in mind the bigger the HP pool, the longer the fight will be. Healing effects from any source should not be allowed and used only as fluff. If players do agree to healing, keep in mind it should be limited in some way, otherwise fights may never end. A player brought to 0 IS CONSIDER KNOCKED OUT/INCAPACITATED, NOT KILLED. PLAYERS CANNOT BE KILLED UNLESS CONSENT IS GIVEN. Don’t be a sore winner by rubbing it in OOCLY, and don’t be a sore loser by complaining if you agreed to this and emote shrugging off the knockout with no injuries in roleplay.
Attack, Defense and Damage
Attacking and Defending is simple. The attacker emotes and then rolls a d20. The defender then rolls a d20 as well, and then remotes reacting whether the attack hit or not. For example,
Zackaroth punches Durkon.
Zackaroth rolls a 15
Durkon rolls a 10
Durkon is struck in the face(-1hp)
Or
Zackaroth punches Durkon.
Zackaroth rolls a 5
Durkon rolls a 10
Durkon blocks the punch
Then from there, the role of attacker and defender would switch to Durkon as attacker and Zackaroth as defender. You can also do it like this.
Zackaroth punches Durkon.
Zackaroth rolls a 5
Durkon rolls a 10
Durkon blocks the punch and casts lightning bolt
Durkon rolls a 6
Zack rolls a 10
Zack blocks and punches again
And so on and so forth. How you want to set up emotes is up to you, but the role of Attacker and Defender should switch every turn. Deciding who goes first is easy as well. Players may come to an agreement, roll out 100 or the DM can claim which side goes first.
Soul vs Soul
This is another optional mechanic players can use to enhance the drama of the fight and give it a big fight feel. If two players tie, the normal process is to reroll the numbers. However, if both players agree to it, they may activate Soul vs Soul. This mechanic instead has both players emoting their attacks have collided and are attempting to overwhelm each other. After the emoting both players roll out 100 instead of 20. The player with the highest roll wins the struggle and the loser takes -2 HP. If one of the players rolls a 100 and wins, the losing player immediately is knocked out. If both players tie again, they both take -2 to their HP. If both players somehow roll 100, it’s a double knock out.
Horde vs Alliance Tagged Side Quests
As the Zone Status pages start up again, you’ll see new quests opening up that are tagged with Horde vs Alliance. This means these quests are intended to work with the system as it’s the Horde vs the Alliance fighting over a location, defending it or attacking it. ST’s can pick up these quests with the intent to host the event. ST’s can either do this as a Faction Rep, meaning their character is taking up the mantle to try and claim this place or as a Neutral, meaning they aren’t involved in any way and have no vested interest in the outcome. ST’s who are Faction Reps can both DM and attend this event if they have the ability but there MUST be a neutral party to observe, a staff member who is not participating in the event. ST’s who are neutral must remain neutral at all times to help facilitate rules and DM the actual event. They cannot attend ICLY.
The general idea is that two armies will clash. While NPCs are welcomed, they are not the main focus and play no role beyond scenery or to fill in. That will be explained later. Players will go back and forth and whichever side is left standing is the winner. Players who defeat their opponent should not be allowed to gang up on other’s and either find another dance partner or be told to emote fighting in the larger battle until someone opens up. If one side becomes heavily outmatched during the course of the event they should be advised to retreat. HP does not restore after defeating an opponent so in a 3 on 1 case, the single person left will have to overcome three different foes with the same pool of HP.
NPCs should be used if the sides are unbalanced, in which case the either type of ST may have to pull double duty and rp as the NPC to fight a player that doesn’t have a partner. If a player leaves the event with a fight in progress with another player, the ST should have a NPC fill their place with the same amount of HP the leaving player had. ST’s should NOT use this to give players who have won a match and are currently unengaged something to do.
ST’s also CANNOT enforce death in these events. Players who are KOed should be described as being pulled off the field by their allies to get medical help. ST’s can also set the HP to go as low as 3 HP per person to as high as 6. They should not go over this to prevent events from running very long.
Finally, Horde vs Alliance Tag may either Horde vs Alliance Permanent or Temporary. Permanent is reserved for extremely important places or more likely, Azerite deposits. This tag means the winner here will be that faction's owner forever(or unless Blizzard changes it in such a way we need it for something). Temporary means the winning faction will hold on to it for a certain amount of time before the quest opens up again for the location to be attacked. For the Alliance they will hold on to the area for Two Weeks and Horde for Four Weeks. This will change over the course of the xpac and become even towards the end. That is because near the end of the xpac, certain locations will be PERMANENTLY in the hands of the faction who has it.
King of the Hill
King of the Hill is not part of this system but it bears mentioning. Some locations will also be tagged as King of the Hill. King of the Hill is similar to our old rules. ST’s can run a traditional event with a PVE element to it. They gain the location but the wait time is much shorter, one week for Alliance and two weeks for Horde. This again will get reduced as we get closer to the end of the xpac. King of the Hill tags will not appear on locations meant to permanently be claimed and if an area has already done a Horde vs Alliance event, it will lose the King of the Hill tag and can only be claimed through PvP.
Bonuses
As stated before, no items can be used, nor can any bonuses or debuffs be given by the STs who run these events. However, in certain zones, completing certain side quests will give very small bonuses to these events like a +1 to rolls or an extra point of HP for one side. These quests WILL NOT be noted and it’s up to STs and players to discover them.