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So, being a helpful
Puck, I compiled some of the best. You see, one problem that
I have noticed, is that with more and more people joining in
the games, it has become harder and harder to keep every one
to the same set of rules... and let's not beat around the bush,
D&D was never designed to be played over the internet with
50 characters RP'ing all at the same time. (not to mention that
only a small number of those characters are based 100% on the
D&D Rules). So, without further ado, here's the Puck guide
to fighting. "I'm Yraalagh the
Demon from the ninth plane of hell, and of all the places I
could of come to, I came to a dingy old elven tavern to fight
YOU, Yorick the Yellow! Dieeeee!" is a good example of a bad
reason to start a fight.
"I orc. You elf. Orcs
hates stinky elves. I smash you now." is better, although not
the best. This is one based on a race's general feelings, not
that of an individual. "You just killed my wife!" is the sort
of thing that really demands a fight (or a medal in some cases,
but I digress).
So you see, depending
on the reason the fight becomes more or less serious. Yorick
should probably ignore the stupid demon, and the elf should
probably not fight the battle to the death, whereas the widower
probably should go psycho (or buy the other guy a drink... there
I go again). First off, a physical
attack takes minimal thought. Unless you're an orc (and a pretty
dumb one at that) you don't have to concentrate to remember
how to punch. You just do it. The same goes with jumping, kicking,
pushing and the rest. So when you want to hit someone, you take
one post to move next to the other combatant. This could have
happened before the actual fight. This rule is just to make
sure you don't run across a few rooms, go up to the character,
and punch them all in one post. You then take one post for an
attack.
After the initial
movement to the other person you don't have to post any more
posts stating you're next to the other person, unless they retreat
(See Blocking). Furthermore, I follow the common sense approach.
The person on the receiving end of a blow decides how much it
hurts, but they have to be fair. Yorick the Yellow is a barbarian
built like a brick outhouse. Chances are if he head butts a
kender, it's going to hurt like all get out, and the damage
taken should reflect that. At the same time, Yorick probably
is going to be at least a little winded if a dragon slaps him
into a wall.
I don't care how
much he works out a kender cannot body slam a dragon. This is the one that
causes the most problems. Yes, when Yorick takes on Otik the
barbarian, it could be a tough call. But when Raistlin5786 takes
on Horatio the Horrid All magic users (And
yes, Luke, using the Force counts as magic) need to think before
using magic (it's no fair saying your guy is so good
he doesn't, by the way), and as such they have a harder time
of fighting than grunts.
Horatio needs one
post to start casting a spell (the other player gets his/her
turn after that), and one post to actually show the effect.
If Raistlin 5786's spell should fly at Horatio, just after Horatio
started casting his own spell, Horatio has to make a tough call.
If he chooses to dodge
Raistlin5786's spell, then he has to start casting his own spell
all over again (well, okay, he should probably just make it
a weaker spell than usual. Your own call). Horatio can either
dodge the spell, saving himself from damage, or he can send
his fireball burning across the room toward Raistlin 5786, then
get hit by the other mage's spell. At best, you could only pull
a slight dodge if you decide to finish your spell. Most of the
spell will hit you.
This is why a magic
duel takes more thinking than swinging a fist at someone. And,
as usual, you don't call damage, but you DO specify the spell.
Raistlin 5786 has to point out that the spell currently flying
at Horatio is designed to turn him into a three headed fire
breathing chicken, which should influence Horatio's decision
for his next post. Chances are, a spell designed to make someone
dizzy isn't worth the lost spell post it would take to dodge,
and being turned into said chicken would be worth it. The three
headed chicken spell should take more posts to cast. Once more, I call
upon the mighty powers of common sense. No gnome armed with
a sharpened stick should defeat a demon ninja in a purely physical
fight. If the gnome doesn't just charge the demon ninja he stands
a chance. More on that later. Likewise, the gnome has a pretty
good chance against a housecat. Well, a reasonable chance, anyway.
These common sense conclusions should be taken into account.
There are three main
things you can do with your sword. Pretty much everything falls
into one of these categories. If you found something that doesn't,
tell me, I'll The thrust
is the most straightforward and brutal attack. You
take the point end of your sword, and you shove it at
the other person. A thrust, at the same time, leaves a
character more open to attack than any other move. If
you should miss (how likely this is depends on the circumstances)
and the other character should attack before you have
a chance to rally your defenses, then a good player should
take more damage than they should normally. The swing
is a bit more refined than the thrust, and has many subcategories.
While the thrust uses the tip of the blade, a swing uses
the edge. It's still going to hurt a great deal, and used
right, it can be every bit as lethal as a thrust (beheading
and disemboweling are the hallmarks of the swing, as opposed
to being skewered). However, a swing is less likely to
go through armor. So you should probably combine thrusts
and swings as the situation requires. If the two characters
are about even in terms of skill, then most swings that
connect should produce bad cuts. Some characters will
collapse after five of these swing wounds (your average
human for instance), others, like orcs and trolls, can
take them in triple digits. Lastly, there's
the tactical plays, the feints and the blocks.
There really isn't any set way of handling these. If you
think your character is in a position to block a blow,
do it. You can't attack much for that turn you
can try a groin kick or something, but your sword is busy). "Draw, varmint..." Guns take one move
to be drawn, one move to aim, and one move to fire. In the past
I've been asked if I would consider changing this rule to two
moves, one move to draw and aim, one move to fire. The answer
is no, I'm sticking to it. Guns are just too powerful. A gun
can do as much damage as a thrust, from far away, and, while
being about equal to a fireball, doesn't require as much training
to use. So we have to even things out a bit. Keep in mind though,
a sword user has to draw his sword before he can use it as well.
So you're basically just a combination of the limitations of
the sword user (having to draw your weapon) and the spell user
(having to wait a turn before you can properly use it). However,
if you want to draw a gun in one turn and fire it in the next,
go for it, but I advise the other person to reply that you missed. Once a gun is drawn,
it stays drawn unless put away. Should the other character move
in between the aiming post and the firing post, then no, the
aiming does not need be done again. You've taken your turn to
aim. If the other character has moved behind cover though, you
will need to move and re-aim. Feel like firing randomly? That
is acceptable, but the other person should feel perfectly safe
saying "Otik, you idiot, that was off by a mile. Now taste my
steel." At the same time,
firearms, while the most cumbersome weapons in terms of fighting,
are the most deadly weapons as well. Any bullet can do as much
damage as a thrust. If you take a move to get nice and close
to the other person, hitting them and doing this damage should
almost be a sure thing. If you don't, they can always use the
old "It hit my shoulder" response. But if that's what they do,
then hold them to it. They shouldn't be able to use that arm
in any real way for the rest of the fight. Of course there are
non-lethal firearms (Darts, phasers etc) and they won't register
a kill, but the firing technique remains the same. You're probably
in a crowded area by the way. If you're RPing in a Tavern and
someone pulls a bazooka or a rocket launcher on you, my advice
is to slap them into ignore. That just isn't the way it's done
around here. Talk all you want about high level spells being
just as dangerous, I just have a problem with people packing
big firearms. Annoyed by Otik's stupid
misfire, Yorick charges him. Otik decides to have his character
drop his gun as a result. So Otik grabs a chair (NOTE: You
are not in a vacuum! If you're in a Tavern, for example,
there are bottles, chairs, and other possible weapons, all over
the place! Use your surroundings.) Otik smiles. Blunt
weapons are different from other weapons. This is very much
like a cross between brawling and swordfights. The hits score
damage like a punch, causing a headache, loss of teeth, and
a nasty welt. A bigger and harder blunt weapon means more damage.
A chair leg hurts, a mace may kill. At the same time,
the attacker has two choices as to how to use the blunt object.
Thrusts are not really an option in most cases, but it varies
with the weapon. If you have a police officer's night-stick,
a thrust might work fine. If you can;t thrust, you can still
swing or block. Again, I fall on the
common sense theory. You're NOT going to decapitate an orc with
a chair, but you might knock him out. As always the combatant
receiving the attack calls the damage, but it should always
smart. "The Mystical sword
of WHAT?" Magic weapons should
have their abilities explained before they are used. The Holy
blade of St. Holrick dispels demons? Fine, explain that to any
demon you intend on using it on. Common sense dictates a kender
would be more worried about how sharp it is than its exorcising
capabilities. The combatant getting hit should decide how I repeat: USE YOUR
SURROUNDINGS! Let's see that scene where Otik draws the
phaser, shall we? But this time, let's have Yorick duck behind
the bar. Otik now has to And remember Raistlin
5786? Why didn't he levitate a few broken bottles at his opponent?
That would have been one spell, but it would require multiple
dodges. Be creative with your surroundings. For reasons best left
to himself, Yorick the Yellow draws his blade and accepts Yraalagh
the demon's threat. The demon then finds himself staring at
the blades of Yuriel the Yellow, Yestace the Yellow, and Bob
the Yellow, Yorick's brothers. Yraalagh deserves no sympathy.
If you're in a tavern, you don't expect to walk in, challenge
a If Yorick decides
to be noble and asks his brothers to stay out of it, then they
have the choice to do so, but that depends on the character.
If the brothers are bad at taking orders, or if Yorick lost
his honor watching the Power Rangers and decides 4 on 1 is cool,
then Yraalagh better think fast as to how to save his bacon. Ah yes, the bottom line.
This section had to be added after an unfortunate altercation
I had (by the way, if you ever happen to run into a Droin Starw@lker,
make sure to mock him for me). The fact of the matter is that,
these days, some people in the RP rooms like to be a little
more elaborate with their posts than others. Which is why it's
so important to look at the bottom line. Let's examine two different
posts. Drool Starcr@wler
(The Nohgri killlur):. . . . msg#8546 Tue, Jun 15, 3:47PM
PST Dark Darkguy (the
Dark) (An evil guy): . . . . msg#8999 Tue, Jun 15, 3:49PM
PST Now, if you had a broom
up your exhaust pipe, you could make a big deal and say that,
since Dark Darkguy did more than just post "*Draws his sword*,"
his post breaks Despite their very
different techniques, these two people just did very similar
things. Each of them drew his weapon. Forget the body language,
the talking, and the little nuances that make a post special.
When all else is said and done, only one fighting action has
been performed. If Dark Darkguy (the Dark) wants to write a
page about shadows and cloaks then tack it to the end of a simple
action, that's his prerogative. It's ambiance. Am I thinking too
loud for you? Oh me, oh me, oh my.
Telepathy. The greatest headache of them all. Even the force
is easy compared to rules for telepathy, but in the end it's
fair play that matters most. Maybe in real life (or
Highlander, or Marvel Comics, or Babylon 5, or wherever your
character is from) your telepathic character has the ultimate
edge against all comers, but this is online RPing, and you signed
an unwritten contract to be fair to all other RPers. So we treat
telepathy like a spell or the force. One post for gathering
your power, one post to read the other person's mind, or launch
a psychic bolt, or whatever. More powerful telepathic ''spells''
(like rewriting someone's memories or altering their personality)
would not only take a high level telepath, but a good bit of
"casting" time as well. What's that you say?
That's not how it works in the universe you took your character
from? Well that universe wasn't designed for an online RP! It's
all well and good for a single author to say "I have decided
my telepathic character can do whatever she/he wants,"
but online RPing is done by a host of authors. If every one
of us decided our character could take over twenty people's
minds in a single post, well, what's the point? To an extent
this is common sense. Telepathic fights between
telepaths are even more difficult. My recommendation is to actually
have the fight take place on a psychic plane (a battle ground
between the two character's minds). The more powerful telepath
would have the stronger "psychic double" (let's say a Babylon
5 style P-12 Psi-Cop would have a Conan the Barbarian-like psychic
double), while the weaker telepath would have the weaker psychic
double (A P-1 gets stuck with the proverbial gnome with a butter
knife). This This is only a recommendation
though. It's worked for me some times in the past, other times
it hasn't done as well. Suggestions would be sincerely appreciated. Why all the fuss? It's
the unfortunate nature of telepaths I'm afraid. A mage has to
work for a lifetime to memorize all his magic, a force-user
has years of training to go through before he's called a Jedi
knight. In most universes, however, a telepath is born with
his or her power. "Go straight to Power, do not pass work, do
not pay $200 dollars," if you will. If a mage said he was
born with all his spells memorized, he would be (hopefully)
shoved into ignore without a batting of an eye. Before I get hate-mail
from the telepaths I want to make it clear that I'm not against
them. It isn't their fault that their character type is like
that. It's not just a problem for people RPing with telepaths,
it's a problem for telepaths as well. So, I repeat, there should
be power and skill levels with telepaths that are from a universe
where you're born with telepathy. Just because you're put in
charge of an army, that doesn't mean you know the first thing
about properly leading it. If General Patton were given a smaller
army and was told to fight you with it, he'd properly win. Not
because he's got the stronger army, but because he knows how
to use it better! Gokool Carrot (A Super
Sayan):. . . . msg#8786 Mon, Jun 14, 3:47PM PST *Charges up.* Vegitible (A Super
Sayan): . . . . msg#8789 Mon, Jun 14, 3:49PM PST *Reads your
power level.* One Million? Ha! I can top that. *Charges up.* Gokool Carrot (A Super
Sayan):. . . . msg#8800 Mon, Jun 14, 3:50PM PST *Reads you
power level* A power level of one Zillion? Ha! I can top that.
*Charges up.* And it actually goes
on like that until one of them gets tired and gives up. So, let's examine reality.
Imagine that Sun-Tzu, brilliant Chinese general and author of
"The Art of War", has fallen through a time warp and finds himself
at a computer, RPing with Jared Walker, a 13 year old pimply
RPer. Jared is playing as an incredibly high level mage, and
Sun-Tzu has a kobold. Who should win? In
a physical one on one fight, Dragonball-Z style, Sun-Tzu is
toast (remember the demon ninja vs. the gnome armed with a sharpened
stick?). But life isn't like Dragonball Z. There's more to fighting
than just who's strongest. Use your intellect.
David beat Goliath. There's no reason that an umpteenth level
mage/Jedi Master/P25 level telepath should be able to beat your
kender with a stick/force sensitive kid/barely P1 telepath.
This is provided you fight with skill. Sun Tzu's Kobold runs
into a forest and slowly wears down Jared's mage, or what have
you. In an arm wrestling contest a kender would lose to a dragon.
That doesn't mean you have to automatically assume the dragon
will win in a real fight. To use a real life example, Britain,
everyone thought, could smash the 13 colonies to pieces. THREE'S COMPANY,
FOUR'S A PARTY. So far the guide has
had a primary focus on one on one fights, but RPing isn't always
about one on one fights. There are, of course, different types
of group fights. I'll do my best to cover each one fairly. Several people
against one person A group against
a group WAR: MORE THAN JUST
A CARD GAME. Let me clarify. For
each room the amount of units you can have under your control
should vary. 10 elven archers should be about the limit in the
Silvermoon Forest (or Of course, really powerful
units should take several turns to use. Five mages would be
about as many as a person can RP per turn, and would take as
long to cast a spell as mages would usually. A Death Star (besides
being lame) would be as many units as a person could control,
and would take, oh, 25 turns to charge up (c'mon, it blows up
planets). Fighting should take
place, in a war, between several people, each with a certain
amount of units under his/her control. The rules of fighting
are the same as the "Group vs. Group" rules above, except that
you're allowed to move several units in a single turn. There is one, and only
one, exception for the rule that you're not allowed control
an entire army by yourself. Imagine that people in your room
have been preparing for weeks for the great Smurfs vs. Transformers
war. And only one person wants to play the Smurfs. Then, if
everyone is in agreement, that person can take control of the
Smurf army. We shall refer to this RPer as the warlord. In this
case, the rules are the same as the "Several people against
one person" rules, except that you move several units each turn. What does your skill
with writing have to do with whether or not you win a fight?
Bit of a touchy subject, this. Theoretically, it shouldn't matter
in the least, but let's not fool ourselves. If J.R.R. Tolkien
and our friend Jared Walker were both given exactly identical
characters, which one would win? C'mon, admit it. You
know who you're rooting for. Tolkien would waste the kid. Likewise,
if both were given identical characters again, Jared should
be able to wipe out a 4th grader. I'm not saying you have to
be Shakespeare to win a fight, but it wouldn't hurt you either. "No, no, no," you
say? "It shouldn't matter at all," you say? Perhaps another
example. Imagine, offline, two Dungeon Masters. The first one
says something along these lines: "Your guys, they, like,
um, walk into the dark room. And there are these five other
guys in there. And they shoot at you." The other Dungeon
Master says Okay "Chummer, your small band of bad-assed
mercenaries have managed to make it into the forbidden inner
sanctum. But your troubles aren't over. Within this pitch black
room are no less than five impressive looking hitmen in Armani
suits. They're wearing shades, and packing heat. And as they
turn to fire at you...they smile." Now which DM would you
prefer to spend a night with? Probably the second, right? Everyone
in the chat room is a DM as far as the others are concerned.
If you're the second type of DM, people will likely enjoy themselves
more. What does this have
to do with the fight? Which DM would you say is more skilled?
The second? You don't know a thing about how he runs an RP,
yet you guessed the It's the same way with
the fight. Someone that handles their posts in a complex manner,
well, chances are they have a better idea as to what they're
doing in the fight. It's not that someone is the better fighter
because he/she can type a more detailed post. The better player
(and thus, usually the winner) is just more likely to be the
one that's put more effort into his/her post. TALL FELLOW. SKINNY.
CARRIES A SCYTHE. You've been told it
non-stop. Only you decide if your character dies. Well, yeah, duh. And, um, no. There are some situations
where you just have to croak, where it's lame to do anything
else. The most extreme example would be if your character was
on the planet when it was blasted by a Death Star. You're the
one that has to type "*Dies screaming*," but you don't
really have a chance of survival. Another is, if your
character fell into a really deep hole, and someone threw in
a dozen short-fuse hand grenades. There are less extreme examples
though. Imagine you're disarmed and cornered in a sword fight,
for instance, and the other character stabs for your heart. If you're put in a
situation where, realistically (even within the Fantasy or Sc-Fi
definitions of realism) your character can't escape certain
death, then you have no right to say "Wait, you can't do that,
that would kill my character, and I don't want my character
to die!" No, you say that you've
died, lament the loss of a good character, and chalk one up
to experience. No...don't go! Oh, but I must. This
is the end of the guide well, in a matter of speaking.
I will continue to update it as I feel the need. So check back
often. And, if you want to tell Links: Illusionary
Minds Chat. I hang out in Silvermoon Forest, Babylon
5 chat, and any room I haven't been thrown out of yet.
The
Silvermoon Stories Archive. There are RPs stored here.
Good ones. Read and learn.
Lady
Ashlar's RPs. Worth reading if only for the near legendary
RP with Kiljoy Ninkogan.
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