06. Fighting & Judging
08-06-2014, 09:20 PM
(This post was last modified: 07-10-2019, 08:31 AM by Ardent.)
Fighting Rules
Looking for the Tier 2 fighting form? Click here!
If you are a challenger it is also your responsibility to notify the other player that they are being challenged. We will not tolerate players deliberately misleading others into losing.
Please note that in a siege or raid, fighting rules vary from what is listed here. See the siege and raid rules below for more information about these circumstances.
1. When challenged to a fight all challenged players are required to respond. The challenged character may attempt to deter the challenger by talking them down in their reply before officially starting the fight (or prevent the fight altogether). This can only be attempted in Round 0. After Round 1 is posted the player must respond, attempt to flee (in certain cases), or forfeit. If a challenge is completely ignored despite being informed of the challenge, this will automatically result in a forfeit.
2. A player's character should have an in-character basis in which to challenge another character, excluding pack challenges. If they refuse to accept your challenge or if you believe you are being challenged unfairly please contact an administrator to resolve the problem. Challenges should not have superficial reasons behind them. In the case that a player feels a fight is unfair, a staff vote will determine whether the fight will continue or not. In addition, in a fight thread only characters related to the combating parties or with good reasons to arrive will be permitted there (the exception being official challenges in the Battlefield or Boneyard).
3. There is 3 day time limit to reply to all challenges. Default timers begin in the first post of the first round, except for death challenges and pack challenges where the timer begins with the first post. If you and the player you are fighting with agree to be flexible on your time limits please make sure you each state so in your posts. If flexibility is not stated in the fighting posts, we will disregard any claims of flexibility. Should a player not meet the time limit the fight will be defaulted in the favor of the player who last posted. Only the players involved should request for defaults when they apply. All requests from players not involved will be ignored and deleted. Defaults always apply on pack challenges and death matches.
4. If a character attempts to exit a thread a challenge can only be made if three days have not passed since the exit post. After three days the exit is considered successful and the character can not be challenged.
5. If you edit your post, you run the risk of immediate disqualification. You may not edit a post after round one no matter the type of challenge you are in. You may ONLY edit a fight post if you have the permission of a judge or admin if you are fixing coding or other small error. Any changes to the body of the fight post will result in immediate disqualification. Leave an OOC note at the bottom of your post stating which judge/staff gave permission and what was changed to avoid any confusion.
6. In a Tier 1 fight your post must OOCly state rounds, opponents, posted character's height/build, and type of fight in each post. If you do not have this information listed you run the chance of getting defaulted from the match. You may see other people add OOC notes listing attacks, defenses, and injuries, but these are not required. In fact, judges cannot look at them at all when judging. Only the rounds, opponents, posted character's height/build and type of fight are required to be stated OOCly.
Example:
BOB vs GARY for DOMINANCE
Round 1/2
Height 30"
Build Heavy
7. In a Tier 2 fight your post must include the Tier 2 form from your profile If you do not have this information listed in each post you run the chance of getting defaulted from the match. It's the responsibility of the player to list all bonuses and judges will not be responsible if any were mistakenly left out of the form at the time of the post. The form is also included here:
(character) vs (opponent) for (fight type)
Round 1/2
Size:
Build:
Offensive Accessory:
Defensive Accessory:
Companion 1: (battle/flying)
Companion 2: (battle/flying)
Fight Skill Level:
Specialty:
8. Rounds are determined by the challenged player. This means that if Bob challenged Gary for his freedom, Gary may determine the number of rounds in the match regardless of who actually starts the first round.
Dominance Challenges
1. Dominance challenges are considered a Tier 2 fight and are judged according to that system.
2. Any character can challenge for dominance over another character. The loser may be punished for whatever action they committed in defiance of the other player so long as the punishment is not so severe it is considered a moderate to severe maim. Dominance challenges also include pack members which are challenging for higher tier ranks within their pack. Please note that not all alphas allow dominance challenges to determine rank.
3. Dominance challenges typically have 2 to 4 rounds per fight.
4. Dominance challenges are allowed to have more than 2 participants.
Spars, Disputes & Maiming Challenges
1. These challenges include practice fights and in-character disputes which become violent. Maim challenges are disputes that end with permanent physical maims to the losing character. In a maim challenge the maim that each player intends to afflict, in the event that they win, must be clearly outlined OOCly in the first round of the fight and may not be changed afterward. Example: BOB vs GARY for MAIM (blinding left eye)
2. For a maim challenge to succeed, the challenger must win the challenge and have made a viable attempt at maiming the opponent during the fight. So. If my wolf Bob challenges Gary and wishes to blind Gary, Bob must both win the challenge and have made some sort of attack to Bob's vision during the fight for the blindness to be accepted by the judges.
3. Spars, dispute and maim challenges typically have 2 to 4 rounds per fight.
4. Spars, dispute and maim challenges are allowed to have more than 2 participants.
5. MAJOR VS MINOR MAIMS - maims are divided into two portions. Minor maims are the relatively small maims such as scarring, removal/tearing of small appendages (such as ears, tails, toes), and breaking bones/tendon damage that results in only minor permanent damage. Major maims are maims that cause severe permanent damage to a character such as blinding, crippling, and castration. These two categories are judged separately. Please see an admin or judge if you are uncertain where a particular maim would fall.
6. Minor maims are judged as Tier 2 fights and judged by that system. Major maims are considered Tier 1 fights as they cause severe permanent changes in a character's future and are judged with that system - they may not be used in raids.
7. Unacceptable maims, unless agreed upon by both participants: Tongue removal, vocal cord removal/maimimg, womb removal, and nerve/brain damage.
Right to Mate Challenges
1. Right-to-mate challenges involve characters who want to forcibly claim a mate, whether or not that character already has a mate, or to impregnate another character. The challenger may have to fight the character they intend on claiming, or the mate of that character or both, depending on the circumstances. That being said, couples are allowed to fight together to defend their right to stay together.
2. Right-to-mate challenges typically have 2 to 4 rounds per fight.
3. Right-to-mate challenges are allowed to have more than 2 participants.
Ownership & Freedom Challenges
1. Freedom/ownership challenges are considered a Tier 2 challenge and are judged by the dice roll system.
2. Characters who have a tier two or higher rank in a pack, or are the leader of a band, may challenge to have any character added to their pack whether they are currently in a pack or not. The challenger may have to fight the character they are attempting to claim, their mate, their parent (for a pup under a year), a tier two or higher member of that character's current pack (if not a loner) or the leader of the wolf's band, depending on the circumstances.
3. Claiming in the Battlefield or Boneyard: Any loner posting in the battlefield or the boneyard not participating in an official fight is at risk of being claimed immediately by any Tier 2 or higher pack wolf, or by leaders of bands. Another Tier 2 or higher pack wolf, or band leader, may dispute the claim as long as it is within three days of the initial claim post being made. If more than one Tier 2 or higher wolf, or band leader, disputes the claim, the claims are valid in the order they posted. So if Loner posts there and Wolf A makes a claim, then Wolf B posts to dispute the claim, and Wolf C disputes the claim as well, the fights would also go in that order. If Loner chooses to fight for their freedom they would fight Wolf A. The winner would fight Wolf B. The winner of that would fight Wolf C (the normal two week immunity to challenges for the winner would not apply in this case). If Loner chooses to submit, Wolf A would get the initial claim and would need to fight Wolf B, with the winner then fighting Wolf C.
4. Wolves who are claimed by packs or bands may challenge for their own freedom. The challenge must be made towards a Tier 2 or higher pack member of the pack they are unwillingly being held in, or the leader of the band. Characters who know the enslaved or claimed character may challenge for that character's freedom if they have a rank of Tier 2 or higher in their pack, or if they are the leader of a band.
5. Mates can also challenge for the freedom of one another, and parents can challenge for children under 1 year of age.
6. Ownership challenges are not allowed to have more than 2 participants.
7. You may not challenge to claim a primary alpha, or the leader of a band. Any other rank in a pack is eligible for an ownership challenge.
8. Concerning gaining a character's freedom: A character who has been force claimed must gain their freedom by challenge or being set free - setting the character inactive does not release them from their previous captive state. A character set inactive during their captivity may be reclaimed by their previous captor without the captor needing to force claim them again as long as the captor's player states that intention within three OOC days of the captive character's return to activity. In the event that a pack is dissolved or disbanded, all characters force claimed by the pack are freed along with the regular members, but a pack changing hands through IC means such as pack challenges or inheritance does not automatically give force claimed characters their freedom.
Death Matches
1. Death challenges are a Tier 1 fight and are judged using that system.
2. Death challenges can be made by any character and may occur between any two characters. Given the nature of death challenges, the challenger must have solid in-character reasoning behind their challenge before a death challenge is approved (unless you and another player agree on it!). If you feel your character is being challenged to the death unfairly, please contact an administrator immediately. Once a death challenge is started, neither player is allowed to back out.
3. The losing character of the death challenge can be killed by the winner. The winner of the death challenge receives a two week immunity in which they cannot be challenged to the death.
4. Death challenges typically have 3 to 6 rounds per fight.
5. Death challenges may not have more than 2 participants. They are one-on-one fights.
6. There are no extensions allowed in death matches.
Pack Claims
1. When the alpha of a pack becomes inactive, that pack will immediately go to the heir or to another rank preciously specified in the pack's page. If there is no designated heir, or if the heir turns down the position, the pack will be dissolved. Please note: Secondary alphas are no longer considered "heirs" of the pack as they are an equal part of the alpha check.
2. When a pack is dissolved, the pack slot becomes open for claim to any char over 1 year old, provided they have 400 gems and 100 posts as well as the activity requirements outlined for pack challenges. The new claimed pack does not necessarily "take the place" of that older pack, but simply fills up a site slot. Please see guidebook page 04 entitled Packs and Alphas for detailed requirements before claiming.
3. Pack claims may have more than 2 participants, but each participant must be of a different party. This means that two wolves can't gang up on one wolf, but if three different wolves want to take the same territory they can fight each other at the same time.
4. Pack claims are managed on a first come, first served basis. Those who reply to the disbanding first may claim the pack. When a character claims a pack there is a one week waiting period in which the claim may be contested before the pack is actually given to the claiming character. If a claim is contested it is considered a pack challenge and follows the rules outlined for that challenge type. The only exception being that contested claims take place in the claim thread, in the territory being claimed.
5. Those who successfully claim a pack, whether the claim was uncontested or they won a battle against the contestant, receive two weeks immunity in which the pack may not be challenged for. The loser may not challenge, claim or form a pack until two weeks have passed.
Pack Challenges
1. Pack challenges are Tier 1 fights so will follow that system.
2. Pack challenges must be made in the Battlefield where the challenger is to summon the alpha of the pack they intend to challenge for.
3. The challenger must have 400 gems and 100 posts in count, have been an active account for two months and have posted at least 20 times in the last month spread out over the entire month in a pattern of five posts per week. Please see guidebook page 04 entitled Packs and Alphas for detailed requirements before challenging.
4. The alpha then has 3 days in which to respond before the challenge is defaulted in the challenger's favor. The default timer starting at the date and time of the challenging post. Either the primary alpha or the secondary alpha may answer the challenge, it is to be decided by the players. There are no extensions in pack challenges.
5. Pack challenges typically have 3 to 6 rounds per fight with a minimum of 3 rounds. The alpha getting challenged is the one who determines rounds.
6. Pack challenges may not have more than 2 participants. They are one-on-one fights.
7. If the alpha wins, they remain in leadership of their pack. If the challenger wins they gain control of the pack and its members, and can change anything about the pack: it's name, the way it's run, it's alignment, and so on. An alpha can choose to let all members go, or keep them as prisoners, or anything else. When player wins a pack they should have their pack page set up within a week or will immediately be dissolved.
8. The winner of the fight receives two weeks immunity in which the pack may not be challenged for again. The loser of the fight may not challenge, claim or form a pack for two weeks. Please note that a pack challenge - whether successful or not - cannot be used as a reason for laying siege to that pack.
Attempt to Flee
Characters are allowed to attempt to flee an official fight. If successful, the fight is ended without consequence to the fleeing character. This is not allowed for pack challenges or death matches, nor can an alpha attempt to flee from a claim/freedom challenge for a pack member.
1. You can only attempt to leave a fight every OOC month. (If you are a master in the skills listed below, you get two flees a month.) To attempt to flee, you must fill out a form in the judging request before you reply. A tier one judge or staff member will then roll the dice to see if you are successful in your flee. If you are, you must post a reply to the fight with you leaving it. If you are not, you must fight. The three day default time will start from the time your flee results are posted.
2. When a request for a flee is posted, the timer for the fight is paused. It will resume as soon as the results of the flee are posted. However, if a flee request is not posted within the normal default time, it will not count.
3. There is a new gemstone store item, an extra die. You can only buy one per flee, but this will give you two chances to get the number you need to be successful. This item will only be 100 gems, and you must post a link in your request for a roll.
4. There will be no pestering judges or staff for another roll, or for your request to be put through. If you do, your request will be denied and still count as that flee for that month.
How this works:
Once your form is filled out, a tier one judge or a staff will roll the die, or dice if you purchase an extra one. (please link to your purchase in the gemstone store so it can be edited to say it was used) The number(s) that you need to get to be successful in a flee depends on your skill level in either fighting, hunting, or navigation (the more physical skills). Your highest skill is the one that will determine what number(s) you have to roll.
If your characters skills are both healing and intellect, you get the beginner roll. You must roll a one to escape, but you can still purchase an extra die to aid your luck.
Beginner : Must roll a one to escape.
Novice : Must roll a one or two to escape.
Intermediate : Must roll a one, two, or three to escape.
Advanced : Must roll a 1-4 to escape.
Expert : Must roll a 1-5 to escape.
Master : Must roll a 1-5 to escape, but get two free rolls a month.
Note: this is a new system and staff may add changes as needed.
Multiple Participant Challenges
1. Fights may have multiple opponents with a limit of 6 participants total and should have two rounds.
2. Fights must happen in the chronological order of posting. Let's say that A and B are having a fight and B was the last person to post. If C joins the fight at this point the posting order is now A, B, C thus A should be the next person to post.
3. If your character joins a fight which is in progress they can fight up until the last round that was established for the fight. For example: If A joins the fight with B and C when B and C are in their second round, A may post for one round because in one round that fight will be over. The round count for wolf's first post should be Round 2 of 2. Fights with multiple participants will be averaged together when judged and not totaled separately unless all participants started in the same round.
4. If participants all started in the same round they are given the option of doing a Last Man Standing fight, which would be dropping the lowest score in each round of judging instead of averaging scores. For instance, if A and B are fighting C, D, and E, they will complete two rounds and post the fight for judging. After scores are posted, the lowest scoring wolf (let's say, D) will be dropped from the fight. The fight will continue another round with A, B, C, and E as though the fight were not interrupted (all attacks from the last round must be answered and all damage continues to apply) with the next person's default time starting from the time the results were posted. The fight will be judged again after that one round, and the lowest score dropped until all characters from one side have been defeated. This method must be agreed on prior to being judged and can only be used if all participants joined in the same round, otherwise the scores must be averaged. (See also the section on sieges/raids for how this is effected by special circumstances.)
5. Maim fights with multiple participants: any wolf entering a maim fight may choose to do a maim in retaliation as long as all general maim fight rules are followed. The maim is determined by the type of judging - in an averaged fight, the highest score that is eligible to maim gets to complete their maim. In a Last Man Standing fight, the last wolf standing gets to preform their maim if eligible (or the highest scoring wolf with a maim attempt if more than one wolf on the winning side is still in the fight).
5. In the event of a default in an averaged fight, the character who defaults will receive a 0 score for that round and the fight will move on immediately after the default is posted without the defaulted character's continued participation. In Last Man Standing, both the defaulter AND the lowest score will be dropped out after that round. In a maim fight with multiple participants, the defaulted character may still be subject to a maim if the other team wins.