A character is already fighting with a sword and shield, then instantly produces a two-handed axe, a longbow and a boat from their inventory as though every item is stored in a pocket.
Combat Roleplay
Combat Roleplay (CRP) on Uros is turn-based, collaborative roleplay resolved through clear emotes, common sense and unmodified opposed rolls. These rules apply whenever players enter a CRP encounter.
/roll 20. Highest roll wins, ties reroll, and there are no modifiers.The examples below show how the rules should normally be applied, but they do not replace the wording of the rule itself. CRP depends on common sense, honour and trust between everyone involved.
1. Common Sense Over Game Mechanics
CRP on Uros follows common-sense logic rather than Minecraft mechanics. Your inventory is not a literal set of pockets containing everything your character can instantly produce. An item being mechanically available does not automatically mean your character can realistically carry it, reach it, draw it or use it in the situation they are currently in.
Consider the size, weight and location of equipment your character is carrying. Large weapons, shields, tools and bulky objects should be treated as physical objects within the scene. Characters should not suddenly produce equipment that would have been impossible to conceal or conveniently swap between several heavy weapons simply because Minecraft allows them to occupy inventory slots.
A character uses the equipment they have reasonably established as carrying and accounts for where it is stored before trying to retrieve or ready it.
2. Physical Realism
All actions must account for your character's physical condition and surroundings. Injuries, falls, difficult terrain, water, confined spaces and other environmental factors do not disappear because Minecraft movement still allows your player model to sprint, jump or swim normally.
If your character has been badly injured, exhausted or placed in a physically difficult position, that should affect what they can reasonably attempt. The rule is not asking players to calculate exact real-world physics; it is asking them to acknowledge obvious consequences and roleplay them consistently.
After taking a serious leg injury and falling from a height, a character immediately sprints away at full speed because the Minecraft client still lets them run.
The character describes the pain and instability from the injury, limits their movement accordingly and takes the surrounding terrain into account when deciding what they can attempt.
3. Combat Lock
Combat on Uros is locked from the first combat emote. The first emote that begins the fight establishes who is present and therefore who is part of the encounter. Players cannot bring additional characters into the fight simply because somebody arrives nearby after combat has already started.
Anyone arriving afterward may only join with the agreement of both parties. Until that agreement has been reached, the late arrival is outside the active combat and should not attack, block an escape, heal a participant or otherwise change the outcome of the encounter.
A friend arrives two turns after the first attack and immediately joins the fight because they can see their ally is losing.
The late arrival pauses and asks in local OOC whether both parties agree to them joining. They only enter the combat if that agreement is given.
4. Turn Order and Communication
Turn order relies on honour, trust and cooperation. There is no advantage to trying to type faster than another player. Use /l-ooc or start your message with ( to speak in local out-of-character chat and agree on a clear order together, particularly when several characters are involved.
Once an order has been established, allow each participant a fair opportunity to respond before moving to the next round. If someone needs a moment to write their emote or clarify the order, give them that opportunity rather than skipping them.
Two allies repeatedly post attacks before the defender can respond, effectively giving themselves several turns because they typed first.
The group agrees in local OOC on an order such as Arlen → Bryn → Cora, then follows that order consistently until the encounter changes or everyone agrees to adjust it.
5. Actions Per Turn
Each character may either move or perform one action on their turn. You cannot do both in the same turn. An action is the meaningful thing your character attempts during that turn, such as attacking, drawing a weapon, using an item or performing another deliberate combat action.
Movement has no fixed block limit and relies on honour and trust. Keep distances reasonable for your character's physical condition, equipment and surroundings. The absence of a block limit is not permission to cross an unrealistic distance in a single turn.
A character sprints across the courtyard, climbs onto a platform and swings their sword at somebody at the end of the same turn.
The character uses one turn to move across a reasonable distance toward the platform. On a later turn, once in position, they can use their action to attack.
6. Drawing and Readying Weapons
Before attacking, your character must already have their weapon in hand. If the weapon is sheathed, slung, holstered or otherwise stored, you must first write a separate emote describing how it is drawn or readied.
Drawing or readying the weapon is the action for that turn. The attack therefore happens on a later turn. This gives other characters a fair opportunity to react to the visible escalation instead of a stored weapon becoming an instant attack.
*Ryn draws the dagger from beneath his cloak and immediately drives it toward the guard's ribs.* The draw and attack are being combined into one turn.
*Ryn reaches beneath his cloak and draws the dagger, bringing it up into a ready grip.* That readies the weapon. Ryn can attempt the attack on a later turn.
7. Resolving Outcomes with Rolls
Every contested outcome in CRP is decided by both players using /roll 20. Describe what your character is attempting before either side rolls. The emote should describe an attempt, not declare the result. Once the attempt is clear, both players roll and the higher result determines who wins that contest.
If the rolls are tied, both players roll again until there is a winner. All CRP rolls are made without modifiers. After the roll is resolved, the participants describe what happened in a way that matches the action that was originally attempted.
*Mira smashes her shield into Rook, knocking him onto his back and breaking his nose.* The emote declares the outcome before the opposed roll has happened.
*Mira drives her shield toward Rook's chest, attempting to knock him off balance.* Mira and Rook then use /roll 20, and the result is roleplayed afterward.
/roll 20. No modifiers are added.8. Describing Injuries
If an attack hits your character, describe the injury and how your character reacts. The injury must match the attack that was described before the roll. A successful roll does not allow the attacker to retroactively make the attack more severe, change where it was aimed or add extra effects that were not part of the original attempt.
The defender must honour the roll's outcome, but armour and other protection should be taken into account when describing the actual injury. Protection may reduce how severe the wound is; it does not give the defender permission to ignore a successful outcome entirely.
An attacker emotes a sword swing toward an arm, wins the roll, then decides afterward that the strike actually hit the defender's throat because they rolled highly.
The sword was aimed at the defender's arm and the attacker wins. The defender describes the hit to that arm, while accounting for any armour that reasonably reduces the injury.
9. Defending and Taking Your Turn
Responding to an incoming attack, making the defensive roll and describing the outcome do not use your own action for the turn. Defence is the resolution of somebody else's action. Once that attack has been resolved, you still take your normal turn in the agreed order.
This prevents a character from effectively losing every turn simply because somebody attacked them first. You must still honour the defensive result and any injury before deciding what your character can reasonably do on their own turn.
After defending against an attack, a player is told they have already “used their turn” by rolling defence and therefore cannot act when their place in the turn order arrives.
The player resolves the incoming attack and describes the result. When their own turn arrives, they may still move or perform one action, taking any new injury into account.
10. Escaping Combat
Attempting to escape uses your entire turn. You do not also attack, use an item or perform another action during the same turn. Emotes and rolls are handled on a player-by-player basis because each pursuer has their own opportunity to stop the escape.
If multiple players pursue you, make a separate escape emote and opposed /roll 20 against each pursuer. You must beat each pursuer's roll to escape them. Ties require another roll, and no modifiers apply.
A character rolls once against a group of three pursuers, wins against one of them and declares that they have escaped all three.
The fleeing character handles each pursuer separately, making the relevant escape emote and opposed roll for each one. They only escape every pursuer if they beat every required roll.
11. Leaving Combat and Defeat
Once combat has concluded, the participants are free to leave. A player who was not involved in the initial combat may not appear after the encounter is finished and prevent or restrict those participants from departing.
Unless an applicable permanent-death requirement applies, death in CRP is not permanent character death. If your character is killed, you must use /kill and return to the Spawn Zone. You may not return to the area where combat took place for 20 minutes after your death.
Your character also suffers from amnesia. They lose all memory from just before combat began through to their death. This includes the events immediately leading up to the fight and the entire combat encounter. You cannot use those forgotten events to immediately identify attackers, continue the same conflict or direct other characters back to the scene.
After dying, a player respawns, returns ten minutes later and tells allies exactly who killed them and where the attackers went.
The player uses /kill, returns to the Spawn Zone, stays away from the combat area for at least 20 minutes and roleplays without the memories covered by combat amnesia.
12. Permanent Character Death
Another player cannot force permanent death upon your character without your consent, regardless of the circumstances or any out-of-character agreements. Winning a fight, capturing somebody or killing them mechanically does not by itself give another player ownership of whether that character permanently dies.
Staff-enforced permanent-death requirements must be followed where they are specified in applicable lore or agreed to before an event. Players who do not accept those requirements may be excluded from the event or have their lore application denied.
A player wins the combat and announces that the defeated character is permanently dead despite the other player not consenting to permanent death.
Permanent death only proceeds where the player consents, or where an applicable staff-enforced requirement was established through the relevant lore or event process.
13. Logging Off During Combat
If a participant needs to log off, all parties must agree on either an ending to the encounter or a time to resume it. Logging off is not a way to escape an unfavourable scene or avoid an outcome that is still being resolved.
While combat is paused, the characters involved have no in-character knowledge of the paused encounter. The scene is effectively held until the agreed resolution or resumption rather than continuing through information gained while the other player is absent.
A player disconnects without agreement because their character is surrounded, then treats the encounter as though they safely escaped.
The player explains in local OOC that they need to leave. Everyone agrees either how the encounter ends or when they will resume it before the player logs off.
14. Resolving Disputes
Players should first try to resolve disagreements respectfully in local out-of-character chat using /l-ooc or (. Keep the discussion focused on the rule or action being disputed rather than turning it into a personal argument.
If no agreement can be reached, pause combat and contact staff using /help or /modreq. Do not continue taking turns while waiting for a ruling if doing so could change the disputed outcome. Combat may resume once the issue has been resolved.
The players argue in global OOC, continue attacking during the disagreement and try to recruit other players into taking sides.
The players briefly discuss the issue through local OOC. If they still disagree, they pause the scene and use /help or /modreq for a staff ruling.
/ooc or (( to contact staff.
Use local OOC for coordination between the people in the scene. Use /help or /modreq when staff involvement is required.
Graphic Roleplay
Graphic roleplay, including torture, requires everyone involved to agree out of character before it begins. Consent should be established before the scene moves into graphic material rather than assumed because somebody agreed to ordinary combat.
Keep descriptions broad and avoid explicit, gruesome detail. Anyone may ask to stop or fade to black at any time, and that request must be respected immediately. Consent to begin the scene does not remove a participant's ability to withdraw that consent later. The aim is to tell a story together, not to distress or traumatise other players.
A player moves directly from capture into detailed torture RP without checking whether the other participants are comfortable with it, then refuses a request to stop.
The players confirm OOC that everyone is comfortable continuing, keep the description non-explicit and fade to black immediately if anybody asks.
CRP Quick Reference
Use this as a reminder during a scene. The full rules above remain authoritative where more detail is needed.
Late arrivals need both parties' agreement to join.
Keep movement reasonable for your condition, equipment and surroundings.
Drawing or readying a stored weapon and attacking cannot happen in the same emote.
/roll 20.Highest wins. Reroll ties. No modifiers.
Account for armour and protection. You still get your own turn afterward.
Make a separate escape emote and opposed roll against each pursuer.
People outside the initial fight may not interfere with their departure.
/kill and return to the Spawn Zone.Stay away from the combat area for 20 minutes and forget events from just before combat through to death.
Everyone involved must agree on an ending or a time to resume.
/l-ooc or (.Use it to coordinate turn order and resolve minor CRP issues.
Contact staff with /help or /modreq — never /ooc or ((.
Keep descriptions broad and respect any request to stop or fade to black.
Use common sense. Minecraft mechanics do not override what your character could realistically carry, reach, survive or perform.
Honour the outcome. Rolls decide contested results; roleplay the result that was actually rolled rather than rewriting the attempt afterward.
Trust the other players. Fair turn order, reasonable movement and cooperative communication are part of the CRP system.