Post by Mudo-Toshin Ruide on Apr 18, 2011 18:34:39 GMT -6
[STYLE=width: 422px; font-family: felix titling; background-color: 000000; border-bottom: 4px solid #fdfdfd; text-align: left; padding-right: 8px; font-size: 30px; color: f4f4f4;]COMBAT GUIDE[/style][STYLE=width: 416px; padding: 7px; font-family: arial; font-size: 10px; background-color: transparent; text-align: left; color: 2f2f2f;]“God-Modding” and “Meta-Gaming”
God-Modding and Meta-Gaming are two terms that have been attached to rp combat almost ever since it evolved from Chat Rp. You, or character, is “God-Modding” if they achieve some physical feat that should be impossible for them, such as miraculously not taking damage from an attack that should kill them, or otherwise somehow breaking their own limitations to achieve a specific end. God-modding can also be controlling other characters’ actions or reactions in your post: this includes dictating what another character is doing directly, but also dictating how they respond or are affected by you~ As a character, you are fully in the right to draw a sword, choose a target, and even make an attack, but only that other person can choose whether they block, dodge, or take that attack, to whatever extent he or she is able. “Meta-Gaming” falls under the same description, except that it applies to knowledge, rather than physical feats. You are Meta-Gaming if you claim that your character knows specific plot details, other characters; ability information, or the like without any justification for knowing them, especially when related to plot events or combat tactics.
These two regulations together naturally create an interpretive flow of combat, one that already answers many frequently asked questions about how combat progresses:
How much time is allotted to a single post?: This is simple~ as much time as there is between when your freedom to move begins and ends. When you feel as though what happens next depends upon your opponent’s action or reaction, it’s time to let the post end.
How many times may I attack in one post?: This depends on the above. If you’re making a melee attack, chances are that melee attack will be the last action in your post, because what you do afterwards depends on how your opponent reacts to your attack; this is the safest way to fight. Ranged attacks can sometimes be more flexible because of the time between when an attack is released and when it has to be dodged, but for the most part, one attack ends the post. There are ways to work around this, but that will be discussed later under Commitment. If you don’t want to be involved in advanced combat, stick to one real attack per post.
What about defending?: Luckily, defending is pretty much covered by the flow of combat. If you’re on defense, be logical: if you get hit and knocked down, and you have to get up again, you might not get that chance to attack back, but if you want time, create some distance; make a short retreat or step back before you try to speak, otherwise your opponent will be right on top of you. Again, it doesn’t require a strict system if you use some common sense. We’ll go over the details later.
Health and Damage
As dictated by the restrictions on God-modding and meta-gaming, describing the damage you are dealt by an opponent’s attack is your job, not theirs, which puts some responsibility on your shoulders when taking an attack. An experienced opponent might suggest the type of damage he is expecting you to take as part of his attacking post (though he’s not allowed to say that you’ve taken the hit), but it’s up to you how the details play out. That being said, you can’t choose to just not take damage if you’ve no clever way of avoiding it, and you are limited to the physical parameters of your character; damage is the most disputed area of rp combat, and generally leads to the most controversy, so if you’re feeling unconfident about your judgments, feel free to ask what an appropriate response might be to a tricky attack. Any of the staff would be willing to assist in such a situation, as badly handled battles ultimately end in staff intervention (which is a rather messy job that I, for one, would like to avoid). It should also be noted here that it is currently against SxS regulations to kill or permanently maim another player’s character without their consent. Leaving the enemy in shambles or forcing their retreat should be enough for even the most competitive players.
Damage in Bleach: As I’ve mentioned in the character template, a lot of natural laws don’t apply as much in Bleach as they do in the real world, which makes taking damage a little more of a flexible experience. If you’re struck, your endurance will be stunted, and you may have to deal with painful burns or bleeding cuts, but we don’t force beginner rpers to get into deep detail about what happens if their characters are slashed, crushed, burnt, etc (especially since if someone gets slashed across the stomach and their guts start falling out, we’ve suddenly created Mature Roleplay, which is bad). As a general rule, attacks don’t deal specific types of anatomical damage unless the said damage was the point of the attack to begin with (so if I wanted to, say, blind my enemy, I would have to make it clear in my attacking post that that was my objective). Obviously, if you take a sword slash to the arm, you might have a little trouble with it, but it’s not necessarily unusable unless your opponent was aiming to incapacitate it.
Endurance, fortunately for all of us Bleach rpers, is pretty relative. It doesn’t matter as much how long it takes for you to get tired in battle on a global scale, as long as you keep square with your enemy (meaning if you and your opponent are on the same level, you should both get tired at about the same rate, unless one of you is being wasteful). We ask that you not abuse that freedom by dragging a fight on for unreasonable or ridiculous lengths, but we can understand dragging on a good fight for a little while for plot interaction or personal enjoyment. Don’t drag out a fight just to get more development out of it, or you might be disappointed with the ruling you get: there’s a limit to what one can learn in a single encounter, regardless of its length.
Speaking of being wasteful, however, there is an important point I need to make on the topic of Endurance, and that is that No Ability is Free! Too many Bleach rps have passed secondary abilities like Shunpo and Kido off as being negligible, but you must remember that characters here are not captains; just because Byakuya can throw Hado #4 around all day while shunpoing all over the place in his shikai state doesn’t mean you can too. Give abilities the respect they deserve by not tossing them around like penny candy. That doesn’t mean you have to be tired after one or two Kido, but spam responsibly ^_~ abilities use less energy when they’re spaced out, anyway. If you’re looking for a number of Kido or Shunpo you can use before you get tired, that’s too bad, ‘cause I can’t give you one. You have to be responsible~ that’s why they call it the Honor System.
Anyway, that concludes basic combat.
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God-Modding and Meta-Gaming are two terms that have been attached to rp combat almost ever since it evolved from Chat Rp. You, or character, is “God-Modding” if they achieve some physical feat that should be impossible for them, such as miraculously not taking damage from an attack that should kill them, or otherwise somehow breaking their own limitations to achieve a specific end. God-modding can also be controlling other characters’ actions or reactions in your post: this includes dictating what another character is doing directly, but also dictating how they respond or are affected by you~ As a character, you are fully in the right to draw a sword, choose a target, and even make an attack, but only that other person can choose whether they block, dodge, or take that attack, to whatever extent he or she is able. “Meta-Gaming” falls under the same description, except that it applies to knowledge, rather than physical feats. You are Meta-Gaming if you claim that your character knows specific plot details, other characters; ability information, or the like without any justification for knowing them, especially when related to plot events or combat tactics.
These two regulations together naturally create an interpretive flow of combat, one that already answers many frequently asked questions about how combat progresses:
How much time is allotted to a single post?: This is simple~ as much time as there is between when your freedom to move begins and ends. When you feel as though what happens next depends upon your opponent’s action or reaction, it’s time to let the post end.
How many times may I attack in one post?: This depends on the above. If you’re making a melee attack, chances are that melee attack will be the last action in your post, because what you do afterwards depends on how your opponent reacts to your attack; this is the safest way to fight. Ranged attacks can sometimes be more flexible because of the time between when an attack is released and when it has to be dodged, but for the most part, one attack ends the post. There are ways to work around this, but that will be discussed later under Commitment. If you don’t want to be involved in advanced combat, stick to one real attack per post.
What about defending?: Luckily, defending is pretty much covered by the flow of combat. If you’re on defense, be logical: if you get hit and knocked down, and you have to get up again, you might not get that chance to attack back, but if you want time, create some distance; make a short retreat or step back before you try to speak, otherwise your opponent will be right on top of you. Again, it doesn’t require a strict system if you use some common sense. We’ll go over the details later.
Health and Damage
As dictated by the restrictions on God-modding and meta-gaming, describing the damage you are dealt by an opponent’s attack is your job, not theirs, which puts some responsibility on your shoulders when taking an attack. An experienced opponent might suggest the type of damage he is expecting you to take as part of his attacking post (though he’s not allowed to say that you’ve taken the hit), but it’s up to you how the details play out. That being said, you can’t choose to just not take damage if you’ve no clever way of avoiding it, and you are limited to the physical parameters of your character; damage is the most disputed area of rp combat, and generally leads to the most controversy, so if you’re feeling unconfident about your judgments, feel free to ask what an appropriate response might be to a tricky attack. Any of the staff would be willing to assist in such a situation, as badly handled battles ultimately end in staff intervention (which is a rather messy job that I, for one, would like to avoid). It should also be noted here that it is currently against SxS regulations to kill or permanently maim another player’s character without their consent. Leaving the enemy in shambles or forcing their retreat should be enough for even the most competitive players.
Damage in Bleach: As I’ve mentioned in the character template, a lot of natural laws don’t apply as much in Bleach as they do in the real world, which makes taking damage a little more of a flexible experience. If you’re struck, your endurance will be stunted, and you may have to deal with painful burns or bleeding cuts, but we don’t force beginner rpers to get into deep detail about what happens if their characters are slashed, crushed, burnt, etc (especially since if someone gets slashed across the stomach and their guts start falling out, we’ve suddenly created Mature Roleplay, which is bad). As a general rule, attacks don’t deal specific types of anatomical damage unless the said damage was the point of the attack to begin with (so if I wanted to, say, blind my enemy, I would have to make it clear in my attacking post that that was my objective). Obviously, if you take a sword slash to the arm, you might have a little trouble with it, but it’s not necessarily unusable unless your opponent was aiming to incapacitate it.
Endurance, fortunately for all of us Bleach rpers, is pretty relative. It doesn’t matter as much how long it takes for you to get tired in battle on a global scale, as long as you keep square with your enemy (meaning if you and your opponent are on the same level, you should both get tired at about the same rate, unless one of you is being wasteful). We ask that you not abuse that freedom by dragging a fight on for unreasonable or ridiculous lengths, but we can understand dragging on a good fight for a little while for plot interaction or personal enjoyment. Don’t drag out a fight just to get more development out of it, or you might be disappointed with the ruling you get: there’s a limit to what one can learn in a single encounter, regardless of its length.
Speaking of being wasteful, however, there is an important point I need to make on the topic of Endurance, and that is that No Ability is Free! Too many Bleach rps have passed secondary abilities like Shunpo and Kido off as being negligible, but you must remember that characters here are not captains; just because Byakuya can throw Hado #4 around all day while shunpoing all over the place in his shikai state doesn’t mean you can too. Give abilities the respect they deserve by not tossing them around like penny candy. That doesn’t mean you have to be tired after one or two Kido, but spam responsibly ^_~ abilities use less energy when they’re spaced out, anyway. If you’re looking for a number of Kido or Shunpo you can use before you get tired, that’s too bad, ‘cause I can’t give you one. You have to be responsible~ that’s why they call it the Honor System.
Anyway, that concludes basic combat.
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