Post by Feraday on May 13, 2012 18:07:10 GMT -5
Battling: the age old principle to any roleplaying game known to man. The way we fight defines our gaming experience. How much freedom do we have? Are there stats? Are there preset moves? Most importantly, when do we win or lose? Our response to these questions are of the utmost importance. They define the quality of our roleplaying universe and serve to instigate our appeal. Well, read on prospective player, for here are your answers.
F i g h t i n g
The rules to this are simple. The fighting is mostly based upon role-play. The action is direct and instigated by your own personal decisions. For instance, if I wish to attack someone, I merely roleplay my character attacking them. I am NOT, however, allowed to hit them before they have a chance to respond. My actions are completely suggestive and never intrusive. For instance...
Let's say that my character is Ninja Joe and I see a target. Here is what NOT to do:
This is wrong for several reasons. First, I attacked Ninja Fred without giving him a chance for rebuttal. My character's foot hit him before he'd even posted responding to the threat. Second, I conrolled Ninja Fred's actions. You can never do this, as his actions are not yours to control. Instead, you must narrate for your character alone. Here is what that roleplay looks like when done correctly:
You are not allowed to control your opponent's character, nor are you allowed to land hits without his permission. This must beg the question: when will your opponent ever allow you to hit their character? Moreover, why should you ever allow your character to get hit? The answer is simple... Dodging and blocking is a common practice in role-play fighting, but some descretion must always be made. Players must always judge if the attack was too sudden, too clever, or too powerful to be dodged, evaded, or blocked (respectively.) If a player's character is excessively dodging or blocking attacks without becoming reasonably winded, then that player is godmodding. Godmodding is easy to spot when it shows up, however, for those times when it's hard to tell, you need only to call in a staff member for the final verdict.
In addition, Power Ranks are what help to distinguish the skill levels of each character. That is, if an S-rank level player is fighting a B-rank level player, then the S-rank level player may dodge, block, and evade most attacks directed at him within reason. However, the B-rank level player will obviously be unable to do these things. If a B-rank level player successfully dodges even a single attack from an S-rank level player, then godmodding officially comes into question. The situation will vary from case to case of course, but generally this will not be acceptable.
If two players are evenly matched, say an S-rank versus an S-rank, then they may freely roleplay the fight without having to worry about which one is stronger. The only remaining distinguishing factors would be the jutsus owned, abilities acquired, and the intelligence of the controlling player.
A b i l i t i e s
Abilities are what distinguish our characters from one another. Where one character might have the strength to lift a boulder and punch through someone's defense, another character might have the sly reflexes to dodge and evade incoming danger. Abilities are special attributes that give our characters that extra flare. Maybe your character never gives up, and can keep on fighting just a bit longer. Below is the list of basic abilities that set our characters apart:
Basic Traits:
Great Strength - Characters with this trait are built to be physically strong. They can power through defenses, lift heavy objects, and generally beat the other guy in an arm wrestle.
Agile Fox - Characters with this trait are genuinely fast. They can run faster than most, and typically dodge a lot better as well.
Quick Wit - Characters with this trait find a way out more often. They can think quickly out of a sticky situation, as well as create sharp-minded traps in a moment's notice.
Fast Fingers - Characters with this trait are great at performing hand seals. They can dish out jutsu just a little faster than everyone else.
Tool Ninja - Characters with this trait are great with their weapons. Kunai, ninja wire, stars, and even explosive tags are quickly dispensed and tossed about the battle field with higher speed and ferocity than most others could boast.
Sharp Sight - Characters with this trait can absorb a lot with their eyes alone. They can spot a trap from afar, spot a lie, and often see an attack before it hits. They can dodge often and they rarely miss with thrown weapons.
Chakra Proficiency - Characters with this trait have strong connections to their chakra system. They can use their chakra efficiently to get the most power out of their jutsus. Their jutsu attacks are more powerful than the average Joe's, and their chakra spendature is relatively low.
Boulder Body - Characters with this trait are able to withstand a lot damage. They are typically bulkier, but the extra muscle is well worth the weight.
Iron Will - Characters with this trait have the will to hold on just a bit longer. Where others would quit, these ninja will squeeze great strength from themselves upon the brink of losing. In addition, if their chakra is at its lowest, they can squeeze out even more (to a reasonable limit.)
F i g h t i n g
The rules to this are simple. The fighting is mostly based upon role-play. The action is direct and instigated by your own personal decisions. For instance, if I wish to attack someone, I merely roleplay my character attacking them. I am NOT, however, allowed to hit them before they have a chance to respond. My actions are completely suggestive and never intrusive. For instance...
Let's say that my character is Ninja Joe and I see a target. Here is what NOT to do:
Ninja Joe spun around and saw his prey. Without thinking, he burst into the air in a series of flips and tricks, and, upon descending, quickly stabbed his foot into Ninja Fred with his mightiest blow. Ninja Fred falls to the ground in heaps of sweat and blood, having fallen to the awesome power of Ninja Joe.
This is wrong for several reasons. First, I attacked Ninja Fred without giving him a chance for rebuttal. My character's foot hit him before he'd even posted responding to the threat. Second, I conrolled Ninja Fred's actions. You can never do this, as his actions are not yours to control. Instead, you must narrate for your character alone. Here is what that roleplay looks like when done correctly:
Ninja Joe spun around and saw his prey. Without thinking, he burst into the air in a series of flips and tricks, and, upon descending, quickly attempted to stab his foot into Ninja Fred with his mightiest blow. Ninja Fred falls to the ground in heaps of sweat and blood, having fallen to the awesome power of Ninja Joe.
You are not allowed to control your opponent's character, nor are you allowed to land hits without his permission. This must beg the question: when will your opponent ever allow you to hit their character? Moreover, why should you ever allow your character to get hit? The answer is simple... Dodging and blocking is a common practice in role-play fighting, but some descretion must always be made. Players must always judge if the attack was too sudden, too clever, or too powerful to be dodged, evaded, or blocked (respectively.) If a player's character is excessively dodging or blocking attacks without becoming reasonably winded, then that player is godmodding. Godmodding is easy to spot when it shows up, however, for those times when it's hard to tell, you need only to call in a staff member for the final verdict.
In addition, Power Ranks are what help to distinguish the skill levels of each character. That is, if an S-rank level player is fighting a B-rank level player, then the S-rank level player may dodge, block, and evade most attacks directed at him within reason. However, the B-rank level player will obviously be unable to do these things. If a B-rank level player successfully dodges even a single attack from an S-rank level player, then godmodding officially comes into question. The situation will vary from case to case of course, but generally this will not be acceptable.
If two players are evenly matched, say an S-rank versus an S-rank, then they may freely roleplay the fight without having to worry about which one is stronger. The only remaining distinguishing factors would be the jutsus owned, abilities acquired, and the intelligence of the controlling player.
A b i l i t i e s
Abilities are what distinguish our characters from one another. Where one character might have the strength to lift a boulder and punch through someone's defense, another character might have the sly reflexes to dodge and evade incoming danger. Abilities are special attributes that give our characters that extra flare. Maybe your character never gives up, and can keep on fighting just a bit longer. Below is the list of basic abilities that set our characters apart:
Basic Traits:
Great Strength - Characters with this trait are built to be physically strong. They can power through defenses, lift heavy objects, and generally beat the other guy in an arm wrestle.
Agile Fox - Characters with this trait are genuinely fast. They can run faster than most, and typically dodge a lot better as well.
Quick Wit - Characters with this trait find a way out more often. They can think quickly out of a sticky situation, as well as create sharp-minded traps in a moment's notice.
Fast Fingers - Characters with this trait are great at performing hand seals. They can dish out jutsu just a little faster than everyone else.
Tool Ninja - Characters with this trait are great with their weapons. Kunai, ninja wire, stars, and even explosive tags are quickly dispensed and tossed about the battle field with higher speed and ferocity than most others could boast.
Sharp Sight - Characters with this trait can absorb a lot with their eyes alone. They can spot a trap from afar, spot a lie, and often see an attack before it hits. They can dodge often and they rarely miss with thrown weapons.
Chakra Proficiency - Characters with this trait have strong connections to their chakra system. They can use their chakra efficiently to get the most power out of their jutsus. Their jutsu attacks are more powerful than the average Joe's, and their chakra spendature is relatively low.
Boulder Body - Characters with this trait are able to withstand a lot damage. They are typically bulkier, but the extra muscle is well worth the weight.
Iron Will - Characters with this trait have the will to hold on just a bit longer. Where others would quit, these ninja will squeeze great strength from themselves upon the brink of losing. In addition, if their chakra is at its lowest, they can squeeze out even more (to a reasonable limit.)