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| Combat Lesson | |
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An important aspect to many of the plots involved in role-playing is the concept of fighting. Good versus bad, light versus dark, struggle and conflict are an important part of role-playing. To account for this aspect, one must have a means to do so, hence the development of fighting. Many are drawn to RPG just for the fighting part. Lets be honest… sticking a sword into someone's head can be fun. However, the concept of fighting must have some sort of guideline, so that opponents can battle each other on the same grounds. With this thought, we have devised a way to do that. The following document is a summary of the means of how to do that.
Type 1 Explaination/Background A bit more difficult to learn, yet in my opinion, more gratifying, Type 1 is mostly used in the realm of TirahNosti. Type 1 does not use connections to state that an attack has been succeeded, rather it is left to the opponent to decide whether or not your attack has connnected. Type 1 relies not upon typing ability, but on the mind and on one's ability to role-play and devise characters. Its more of a mind and thinking game, because one must use his or her character abilities and surroundings, to enforce death upon their opponent. The object of Type 1 is to force your opponent into a position where he/she/it has no other options, and is forced to take the hit. If the hit is lethal, death is declared. (By options, I mean ways to counter/dodge/block.) Fighting occurs in steps:
Positioning
The list goes on and on…. Basically, a line to move your character into position to attack. The most important thing, in both fighting styles, is to be specific. Indicate direction. AttemptsProbably one of the most important things about fighting is the attempt. What separates an Attempt from an Autohit is that an attempt is exactly that. It is an attempt at hitting your opponent, not a pre-declared hit.
What differentiates an auto from an Attempt is that Attempts give your opponent a chance to dodge/block/counter, where as Autohits do not, example: Bob slashes at Joe's chest... Instead of Bob slashes Joe's chest See the difference? Usually, sticking an "at" or "towards" or "heading for" or something of that nature usually does the job. Attempts range from firing arrows, slashing with swords, throwing energy balls, or what not. The most important thing about Attempts is that you are clear. Having to explain your attempt in a thought bubble is usually not a good thing. You should go back and word it differently. The attempt should be able to explain itself, without the need for a thought bubble to follow up afterwards.
Most people fighting like to use descriptions, which is perfectly fine. In fact, descriptions should be used, seeing that they seem to make the battle enjoyable for those involved, and those watching. Descriptions are what give a fighter flavor. They can also decide the battle, depicting the attack's strength, speed, and what not. However, descriptions should NOT confuse the attack. A long, descriptive paragraph can make, or break a fighter. Sometimes, just a simple sentence does the job. It is not the length of the attempt, but the content that counts. (Again, this relates back to the thought bubble thing if a thought bubble is needed after the attack, it probably wasn't specific enough, or worded properly.) T1 Fights (mostly about taking hits, dodging, techinical stuff, etc) T1 fights are a little harder to breakdown, because they aren't so easily broken down, step by step, and patterns aren't so easily visible. Although, two major patterns exists: Attempt, then Defense; or Attempt, then Attacking. A few examples will be given, and an analysis with it, but not an entire fight, seeing as though each and every T1 fight is unique within itself, and cant really be classified. *note to reader - this is going to be REALLY condensed just simple attacks with hardly any description in the examples, because I'm really tired at this point. 7 pages worth so far sorry Condition 1: (Bad Idea) Analysis: Condition 2: (Good Idea) Analysis: A Few Misc. Things on Descriptions and T1 in General
Descriptions- fun and dandy. The point of the descriptions is to make the fight more exiting and enjoyable to read, for both the fighters and the observers. However, the basic attack (ie. limbs/body parts that one is aiming for, or the actual attack itself) should be easy to withdraw from the line. Descriptions should not be cluttering. Descriptions should describe, either the fighter's appearance/movements or the physical effects of the attack. If you need a thought bubble afterwards to explain your attack or dodge, then its not clear enough. Fix it. |
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