Textual Combat
 

This is Turn Based, No Auto, Text Driven Combat System... which means...


- There is no time limit between turns (attack or defense)
- No autos - an auto is anything.. ANYTHING AT ALL that you describe as happening to your opponent. It is each characters job and right to decide on and describe for themselves what happens to them.

The t1 combat style is a turn based text driven format most accepted in the realm. Alternate fighting styles may be created and used with the express agreement of both parties before the battle engagement, however, only the realm standard, t1, will be detailed here.

T1 combat is a turned based style of combat. Attack, dodge, and counter-attack are the mainstay of this format. Turn based combat can be applied to any medium, be it swordplay, bullets or mystical powers. The idea behind t1 is integrity based. If the laws of physics say you can't dodge bullets, you shouldn't dodge them, however, the Defender always determines whether or not the attacker's attack connects. Whether the attacker believes the dodge was valid or not, he must accept it and continue, or break off, as he sees fit. Macros are not legitimate attacks, dodges or defenses.

If you attack someone they have as long as they want to respond. They must respond before making another action, however, and cannot ignore the attack if it is descrptively worded, and has some valid reason for occuring (Ie you may attack the man who killed your brother. If he didn't kill your brother, your reason may not be valid, 'mistaken idenitiy' might make an initial attack valid, ect, ect). If they did not see the attack, and say as much, you are expected to repeat the attack, so that the defender may determine whether or not they can dodge, and then dodge. This is common courtesy. At this point the defender can either physically remove his person from the area of the attack (dodge) or place something be tween himself and the incoming attack (parry). A chair, a blade, another person, ect are all valid items with which to parry. Common sense dictates strong men weilding axes cut though normal chair legs, however. Keep common sense in mind when fighting.

Counter attacks may be handled in one of two ways. Your counter attack me 'be' your parry/dodge. If someone is swinging a sword at you, you could stab at his hand, he will be forced to redirect his swing to dodge your stab. This sucessfully causes him to lose his attack on you. Another example of counter attack is a more traditional 'dodge' and then 'attack'. Ducking a sidelong club blow aimed at your head and stabbing your attacker in the foot would be considered a counter attack.

Always keep in mind while battling the basic laws that govern our universe. Consider the strengths and weaknesses of your character. Consider gravity and the laws of motion and energy. Keep in mind how much weight you're carring, and how fatiguing combat really is. This is fantasy, but art mimics life. Have fun, but don't ruin anyone else's either. Above is the basis for all t1, below will be detailed several sub-types of t1 that have sprung up throughout the realm. If you choose to use a sub type, both combatents must agree on the battle format, just as thought they were using a completely different system.

There are two notable accepted subtypes of t1.

The primary style of casual fighters and beginners is basic t1. Basic t1 requires only a very basic description of an attack, and need be met with only a very basic description of a dodge/parry or counter.

The secondary style is T1 Story. This style is used by combat vets, creative new people, and general gamers. The premise of this style is highly descriptive attacks and defenses. These elaborate, complex and sometimes beautiful attacks are written for the enjoyment of the attacker, the defender, and any any spectators that might be present. T1 story based combat examples can be found in well written novels of every genre.

 

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