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  • [Guide] Combat, PainRP, and FearRP - A rule guide

    There is a lot of different combat that happens in CombineControl, and many people want to follow their own standards of fighting. Due to how disorganized it gets and how much it slows down the roleplay, we needed to create this guide both as an introduction to combat and a list of extra rules.

    This is by no means every single thing to know about combat. We might change this list over time as we find more things we need rules for.

    Introduction to CombatRP
    "CombatRP" is the general term for roleplay-based fighting. Since this is a roleplay server, CombatRP is meant to be the standard of PvP combat, as opposed to normal FPS-style combat. Fighting without roleplay is known as "S2K," and we will cover that later.

    CombatRP is the preferred way to fight since it allows you to be realistic and creative. Characters will act based on their capabilities and can do actions that would be impossible in S2K. In CombatRP, actions are split into turns, meaning one character acts at a time, and the target of the action can only defend against it. Generally, a turn is only a few seconds long, so you only have a short time to make your move. That may be one melee attack, firing a few pistol shots, or perhaps running away from the enemy.

    At the start of combat, unless you have a reason to make a pre-determined order, you should roll initiative to decide the order of turns. This is done by having all players roll speed (/sproll), and those with the highest results will move first.

    You need to be aware of what is possible in combatRP and what isn't. Actions like instantly tying a fighting person or instantly healing yourself are not allowed, and are considered powergame. For example, you cannot apply a bandage or medical drug's healing to yourself in the middle of battle, since it would realistically take longer for bandages to have any effect.
    If you wanted to tie a person up, you would also have to get them in position for it first, usually by restraining them.

    There are generally two ways of performing CombatRP, which we will talk about now.

    Rolling is a long-running concept in any form of roleplay with conflicts, coming from tabletop legends like Dungeons and Dragons. The server has a number of different roll commands listed in the F1 menu, as well as the C (context) menu. You can either perform a normal roll, or a roll boosted by any of your stats.
    When it is your turn, you say what you want to do, such as "/me attempts to punch the man," and then you roll to attempt it. Your target will roll as well, and the highest number wins. If the target wins, your action fails.

    Stats and common uses

    Speed - How fast your character can move. Often used as speed vs. speed to attempt to run from battle. Also used to roll initiative, as stated before. However, it is not a dodging stat.

    Strength - How hard your character can hit, and how good they are at doing so. Used to perform melee attacks against enemies, and can be used to restrain an enemy in a strength vs. strength roll.

    Toughness - How durable your character is. Not used in combat very often, but is very important during torture. If you are performing an action over multiple turns and an enemy attempts to interrupt you, toughness may be a good choice.

    Perception - How good your character is at noticing things and operating equipment. Used to detect sneaking enemies. Usually used in non-combat roleplay for using different technology.

    Agility - How good your character is at dodging, jumping, and more. The default stat to avoid an enemy's attack, handled either as a dodge or successful block. Is not used for jumping attacks.

    Aim - How proficient your character is with ranged weapons, whether they are guns, thrown projectiles, or something else. Used for ranged attacks, like strength is used for melee attacks.

    Stamina - Also relates to your character's durability. Might be used if your character is tired and has trouble performing his action. Roles that cannot raise certain stats, such as Antlions who cannot raise strength, often use stamina as a substitute.

    Dodging bullets, taking cover

    It's not easy to dodge a bullet, if you even can. Firearms are a serious threat, and if you don't get into cover, you're in trouble.
    If you have little or no cover, you will have disadvantage in avoiding the attack (see below).

    You must cover at least half of your character to avoid the disadvantage. Going into cover must be done as part of your turn, meaning you cannot do it at the start of combat unless you act first.
    If nearly all of your character is in cover, meaning nothing more than a limb is visible, you will have advantage on avoiding the attack. If you performed an action that required you to move out of that cover, such as stepping around a wall to shoot, you will only have half cover until your next turn.

    Firearm types and close range

    Your gunfire and its chance of success depends on the weapon you use, and the range of it. It should be said that all "sniper" weapons (crossbow, AWM, DMR, Combine Sniper) have disadvantage when aiming in close quarters, meaning nearly every roleplayed battle.
    Different weapons can fire a different amount of bullets per turn. Here is an overview:

    Pump/bolt-action, single-round, and high-power weapons (incluing Combine DMR, .357 magnum, and Desert Eagle) - 1 shot per turn.

    Semi-automatic weapons (Combine DMR not included, see above) - Up to 3 shots per turn.

    Fully-automatic weapons (including mounted turrets and Hunter flechettes) - Up to 6 shots per turn.

    Critical hits

    Should you manage to roll 100/100 on an attack and win, you can count it as a "critical" hit for various benefits. This is usually used to shoot an enemy in the head if you are firing a weapon. You should never aim for the enemy's head unless you get a criticial roll.

    Advantage and Disadvantage

    "Donators roll twice" is not part of CombineControl, but the idea of rolling twice comes from a better concept. Advantage and disadvantage are rolling conditions that can be imposed on people during conflict.
    In both cases, the person will roll twice. In advantage, the highest result is used. In disadvantage, the lowest result is used.
    When to apply these effects vary. A person may have disadvantage in trying to shoot an enemy if their arm has been hit, and a melee attacker may have advantage if the enemy is restrained.

    If you're not sure when to apply advantage or disadvantage, you can ask the staff for their opinion.

    P2L: Play To Lose

    Play To Lose is a rarer way to handle CombatRP, and is usually never done unless all combatants agree to it. It requires a dedication to the roleplay and being able to accept defeat whem it comes to you.
    P2L uses no rolls. Instead, it is based entirely on making smart decisions in your actions. Players must decide what they are capable of, which actions they lose, and which they win.

    Before engaging in P2L, you should think about your stats carefully, and decide just how good your character is at doing things. You should also think about the enemy's stats.

    Unfortunately, since many players are not ready to accept a loss, P2L often leads to powergame. It's very hard to draw the line on what is allowed or not. Therefore P2L is only recommended between players who have already agreed to use it.

    Non-roleplay combat

    As it happens, players might end up fighting in ways that involves no text or roleplay. However, this should not be the standard of combat, and should not happen unless the players agree to it.
    Here are the common ways combat may occur without roleplay.

    S2K - Shoot to Kill

    S2K is seen all too often on roleplay servers. It just means to fight the enemy as you would in any other FPS game. The reason why S2K is bad is because it discourages roleplay. You are unable to write nice descriptions of your actions, or make any special moves that are not possible by gameplay mechanics. S2K relies entirely on your OOC FPS skill, not your IC character's capabilities.
    It should never be performed without everyone's agreement, and a staff member may force you to re-do your encounter if you S2K'd without reason.

    S2M - Shoot to Miss

    A more endorsed form of non-roleplay combat. In S2M, your goal is to shoot near the enemy for a sense of urgency, but intentionally miss the target, out of character, that is. This means nobody will die unfairly due to FPS skill, and will either let people regroup for CombatRP or immediately guide the enemy into RP range.
    If your enemy is too far away to roleplay, it is recommended to use S2M if you need to open fire.

    Similar to S2M, there is also "S2W", which stands for Shoot to Wound. The goal is still to allow the enemy to escape or get into RP range, but you will try to injure them without killing them. Usually, you may hit their legs or another crippling target, which allows the player to take it into their roleplay and try to mend it. Just be careful not to accidentally kill them.


    Fear Roleplay is a simple term for the need to act out your character's fears. As a living person, your character fears death, injuries, loss of property, and other threats. Because of this, it is necessary that your character might surrender, flee, or otherwise avoid harm to themselves, whether this happens in or out of combat.

    Just think your situation though in-character now and then. If you see a squad of Overwatch patrolling and you are a rebel, would it not be a better idea to just hide? There is no reason to risk your life attacking these highly-trained units.
    If you are already in a fight and appear to be losing, you should consider surrender. Lay down your weapon and beg the enemy to spare you. Even being captured is a better fate than death, right? Your character doesn't know about respawning. In their eyes, any and all deaths are 100% permanent.

    Only a few roles have the ability to have less fear, but they still need to be smart and avoid unnecessary danger. Higher-ranked Civil Protection units receive augmentations which slightly lessens their fear of some weapons, while Overwatch units and other synths are almost fearless. Still, they should not waste their own life and Combine property fighting a hopeless battle. It's better to retreat and fight another day.

    If you don't follow FearRP, the staff team might decide to give you restrictions or punishments. Usually, this will be removing some or all of your character's items. Realistically, you would lose every item on death anyway.


    Something that adds to FearRP is Pain Roleplay, which means you need to act out the pain and injuries your character receives, mostly in battle. PainRP generally has two effects: for one, it's another topic of fear for your character. You will want to avoid pain if possible, and might surrender under harsh pain, or give information under torture.
    Secondly, injuries affect your character's performance quite a lot. They might make your attacks weaker or make you outright unable to attack.

    The general idea of injuries is that if you get hit somewhere, using that part of your body is going to be difficult. With injured arms, it might be harder to aim at the enemy, and with crippled legs, it might be a challenge to even stand up.

    If you are shot in any limb, consider it "injured." Being hit with a high-power weapon like a close-range shotgun will likely disable that limb entirely, which will need serious medical attention after the fight is over.
    Being hit with a melee weapon won't always cripple you. If you are rolling, you can perform an additional toughness roll to decide whether the hit cripples you.

    Remember, pain also affects your fear. Being shot hurts. Imagine if the inside of your limb was on fire. The average person will likely fall to the ground from a single shot, and that's when you should surrender. If your character is in immense pain, they should ask to be spared if possible.
    Last edited by Pico; 10-07-2018, 14:26.