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3.d. Combat Regulations

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#1Naga 

3.d. Combat Regulations Empty Sat Nov 13, 2021 6:40 am

Naga

The Combat Regulations



General Information



  • We try to govern the battles with our mana pools and attributes but there is another essential key that is required, which is fair play. It is obvious that characters do get tired during battles. This is why we ask our members to be humble in this process and logical. It is not important to win constantly. Defeat is an integral part of any character development.

  • Users with magic should update their Sheet to include their current spells after they are approved. This allows all participants to easily understand and verify information. Equipment information is optional in the user’s sheet as it is directly displayed in their profile.

  • Users must include all relevant information of their character in their posts during the fight such as details of their attributes, mana, equipment, companion, and so on. Any spells used must be linked or copied entirely into the post.

  • Users may partake in multiple fights and claim them as long as each fight is with a different character. Users may claim fights against the same character once per month.

  • Fights that occur within Quests, Storylines, and Events cannot be submitted for rewards unless stated otherwise in the event. Fight eligibility is up to mod discretion in the case of potential abuse.

  • The requirements to be rewarded for a fight are detailed in the Reward Section below.



Danger



  • The forum has three Danger Modes for topics: Green, Orange, and Red. The Danger Mode of the topic is how you determine the permanent risk of your character when entering a topic.  

    • Green: In general all topics on the forum are considered green. Green danger means that there is no chance of death. When your Constitution runs out you simply pass out. The same goes for getting placed in a situation in which you'd normally die such as getting stabbed in the neck. Don't be afraid to battle and lose. If you are successfully attacked in an area like your eye, then it would be disabled for the duration of the topic and heal after leaving.

    • Orange: In these topics, permanent damages are possible but there are no chances of death. When a character loses they will have some form of injury applied to their body that will last after the topic. This could be a missing arm or a permanently blinded eye. In some cases, the character’s Danger Mode may be defaulted to this level due to having a Bounty or Contract.

    • Red: These are death-enabled topics. When a character suffers enough injuries and their Constitution is emptied, they will die. The same goes for life-threatening situations such as getting stabbed in the heart. Some plot topics might be Red and this can be identified by the respective topic icon.


  • The orange and red danger levels can be used by members if they don't wish to have the topic set on green. If that's the case, they must use the corresponding topic tag ([Orange] or [Red]) when starting the topic. Users may not change the danger level after the topic has been made. This is to prevent users from turning an innocent topic into a massacre.



Invasions



  • Users can invade the topic of another user once per month regardless of whether the topic is Open or Closed to other members on the site.

  • Users must be present within the same Region before the topic was made to enter it. EX: Sara made a topic in the West. Luke cannot travel from East to West to invade the topic that was made before the travel.

  • Users are not allowed to invade Good, Bad, or Neutral Quests. Storyline Quests are an exception to this rule, but it must be done within reason due to the Storyline. For example, you wouldn’t invade a Storyline quest to claim someone’s bounty. Instead, you would be doing so to influence their story in some way.

  • Certain guilds and factions allow the user to invade more than once per month. When this is the case, the user may not invade the topic of the same person more than once per month.

  • Users can leave an invaded topic, but it must be done so logically. Simply stating that you leave the topic won't allow you to depart. For example, in case you run away, the invader can still run after you.

  • The topic color does not change when a topic has been invaded. This means a green topic stays green even with an invader in it.

  • Invaders must have an IC reason to invade a topic which includes the invaders knowing the individual prior to invading them, either by meeting them in person or via a third party such as the Bounty Board. This is to avoid OOC reasons getting in the way of roleplaying.




Fighting



  • Users may not use spells or attacks in any other form in their entry post.

  • Users may not edit their post in a Fight without the permission of all participating parties.

  • Calling hits must be done after your opponent has responded to your action.

  • As per traditional fighting regulations users who flee need a valid ability and reason to do so but will be counted as a loss. Conversely, users looking to engage in a fight must have a valid reason to do so, otherwise, the reward will be void.

  • In fight topics Users have 48 hours to reply before their turn is skipped in the fight. In most cases, this means the User who does not respond will be subject to the actions of their opponent in their post. It is not necessary to apply this rule during a fight at the User’s discretion. It is possible for the participants to agree on a different duration, but it must be listed in the topic title in order to be enforced.

  • It is important to inform your opponent of your post at least 24 hours in advance in order to apply the 48 hour rule in combat. While this rule exists to ensure that combat continues to flow properly, it isn’t intended to allow an easy win due to a lack of awareness.

  • Upon reaching 5 participants in a battle topic, the 48 hours to reply will be replaced by either 36 hours, 24 hours, or 12 hours. The participants of the topic must all vote to determine the new reply time. Once the majority has decided on the reply time, the original poster must edit their first post and add the new reply time in the title (12h Reply), (24h Reply), or (36h Reply).

  • A Placeholder may be used to ensure that the post is not edited without permission, but it does not affect the time that the user has to give a response.

  • Placeholders are not considered posts and are to be ignored in fights. They can not be used to avoid being timed out. They can not be used to extend time. They can not be used to block people who may be timed out. If you don't have a valid post to place at the time of your turn, do not use a placeholder.

  • If a battle topic is your last ongoing topic in a region, you may leave the region while still participating in the battle topic.



Rewards



  • Users may fight each other for rewards. S, X, and Z-rank are treated as S-ranks for reward purposes.

  • Fight rewards are based on quest rewards equivalent to the rank of the lowest-ranking individual with all participants receiving 50% extra experience when fighting. Should there be a rank difference, rewards are based upon 1 rank higher than the lowest-ranking member.

  • Participants must post a word count equal to the rank at which rewards are based alongside a minimum of 3 posts. Note that this word count requirement can not be reduced.

  • If a player does not meet the required wordcount for the rank in question, they may instead opt to recieve rewards for any rank below that.

  • The winner receives a jewel reward equal to the base quest rewards added to the total after percentage modifiers are applied. Fights apply their own unique modifiers and do not benefit from Quest Modifiers.

  • At most, users can have a boost of 100% to their jewels and experience. Anything above doesn't affect the user anymore.

  • Users must participate with each enemy they wish to claim fight rewards against, this must include something directly impactful i.e. attacking them, debuffing, defending against an attack from them, buffing an ally who attacks said, enemy. Talking with them or simply being in the topic is not sufficient to justify claims.

  • It is not possible to intentionally concede a fight that you have won in character in order to give the Victory to your opponent.



Disputes and Moderation



  • When engaging in a fight, it’s important to understand that both parties are attempting to win. There will be disputes and discussions regarding the topic, so it’s important to actively be mature and understanding during those instances.

  • Unless formally requested to do so by both parties, the opinion of a third party should not be used by a participant to determine a winner and loser. It’s important for the participants to actively discuss and attempt to resolve the issues in order to learn from the experience.

  • Should a dispute occur that cannot be resolved by the participants, the moderators and administrators may be requested to serve as arbitrators. Generally, this is someone knowledgeable as a Battle Mod. If this isn’t possible, both parties should agree upon a Staff Member as a neutral party that they trust to make a decision regarding their dispute. This should be considered a last resort as it would be considered an official ruling that won’t be easily overturned.

  • If necessary, a staff member may insert a placeholder post in the topic in order to pause the topic for 48 hours or until the situation is resolved.

  • If you do not agree with the ruling provided you may request an explanation if one was not provided to you, including references to the rules on site if necessary. Excessively disputing the ruling beyond this may result in a deduction of jewels or separate punishment at the discretion of the Administrators.

  • There are times when items, spells, or magics may be pulled from the site for revision. Should this happen to a member during a fight topic, then the user may continue to use the item, spell, or magic for the duration of the topic. Should the fight be won due to an unbalanced item, there may be a reduction in the rank of the rewards received depending on the circumstances. This reduction in rewards will be determined at the discretion of the Staff Team.



Miscellaneous Combat Information



  • Introduction: This is a section dedicated to explaining various details about combat that don’t exactly fall under any of the other regulations, but are still important for the sake of understanding combat. While it may not be possible to accurately define some of these details with numbers or even strict limitations, it is important that we establish the basic ground rules and have a universal understanding of these details available.

  • Perception: Perception in combat has a universal standard that applies to all characters. All characters possess perceptive capabilities that are able to support their superhuman feats allowed by their speed and may respond within reason. This means that characters won’t experience tunnel vision due to speeds, or have something go unnoticed simply because it is fast. The distance, conditions, direction, and various sensory evading effects will influence how easy it is to perceive your opponent and their attacks rather than the raw speed of it.

  • Reaction Speed: Reaction Speed is the blanket term we will use based on your character’s ability to respond based on what they have perceived. This requires you to be reasonable and logical in order to apply the information that your character gained with their perception and perform the intended reaction. Any mention of Reaction Speed improvements in the site such as those that may be seen in the Weapon Mastery system are purely flavor effects. There is not a mechanical definition of reaction speed that can be modified by effects.

  • Action Speed: Action Speed refers to the various actions that your character can perform that aren’t covered by the speed stat. It isn’t possible to simply define the limitations, so we encourage you to come to an understanding with your opponent while keeping certain key details in mind. While this is an anime-based site, the action speed will never be so fast that it cannot be responded to. Also, if you can unleash many strikes per second then it is equally within reason for your opponent to return an equal number of actions within that time.

  • Movement Restrictions: Despite your character being Superhuman, there are certain restrictions related to what actions can be performed while moving. Below you will see a list of information on what kind of restrictions there are related to movement.

    • It isn’t possible to make sudden turns while running or flying at full speed. This means that you would either have to decelerate, take a wide turn, or perform an action within your post to redirect your speed and momentum.

    • The halt specified at the end of a lunge is not intended to imply that you are rooted in position. It means that your character cannot rely on the momentum from the lunge to reduce the time spent accelerating. The actions actually allowed in your post are based on your actions and what movements you could perform within reason.

    • Be logical when attempting to perform actions while running or lunging. Consider the speeds from a relative perspective to what you or others may be able to do in real life while running or lunging forward. It may be possible to attack while moving, but it will naturally hinder and limit your actions while doing so. It might be the ways you can attack, or the amount of attacks you can do. Even while considering the fact that your character is more skillful and capable than people generally are in real life, it is important to recognize the inherent limitations that performing actions during movement has.

    • There exists a limited perk on the site related to Acrobatic feats that may be used as further justifications for your character’s capabilities. Not having this perk does not mean that you are incapable of acrobatic feats at all, but that you must perform them with reason while someone with it would be more skilled at doing so.


  • Environmental Effects: On the site, the environment is generally considered freely destructible without any durability. This means that wielding the environment as a weapon or crashing into it results in no damage to your character and cannot be used to damage another character. Below are other key points about the environment and how you interact with it.

    • While the environment cannot be used to directly harm your opponent, it is possible to create a favorable environment for yourself when defining the environment. An example would be putting your character with night vision in a dark environment. Doing this would give you an advantage if your opponent didn’t have a way to handle that situation as you would have effectively hindered their perception.

    • Even if you cannot use a piece of the environment to harm your opponent, that doesn’t mean you can’t benefit from including it in your actions. It may not harm you or your opponent, but it also doesn’t logically make sense to ignore a boulder that has been thrown your way. These pieces of the environment can be used to try and limit the actions of your opponent. It could even be for the sake of blocking their line of sight.

    • The environment generally won’t hinder attacks beyond the ability to target your opponent, but there are times that it can be used to interact with spells as well. Some spells, like AoE Spells, can be fired as smaller projectiles that can be defined as exploding on impact and this would include the environment. This is something that the caster benefits from as it gives them more ways to try and catch you in the spell, but it also gives you the chance to use the environment to potentially set the spell off away from you depending on the situation.

    • When dealing with an effect such as homing where a spell tracks you or your opponent, unless the spell clearly specifies something like ending upon impact, the environment would not block a homing spell. Spells with the homing modifier would continue to move in their arcing pattern in pursuit while breaking the environment while within the range of the spell.

    • There isn’t a defined height that you would fall from and receive actual damage to your constitution or endurance. As there are inherent limitations to flight height, it generally isn’t possible to reach a height that should result in damage on the site. It is left to your discretion as a writer to determine the damage to your surroundings and cosmetic injuries you would like your character to have due to falling.






Last edited by Naga on Mon Mar 20, 2023 8:56 am; edited 3 times in total

#2Naga 

3.d. Combat Regulations Empty Sun Oct 02, 2022 4:13 pm

Naga

Basic Combat Terms



This section is dedicated to giving people a basic understanding of common information applied in forum-based Combat Roleplay. This is not a guide about how to engage in combat on a forum, but instead something intended to give you a basic understanding when attempting to engage in the activity. We hope that a basic understanding of these things can make Combat Roleplay easier and more accessible for the members.

Glossary



  • Timeline: When in combat, it is important to understand that there is a timeline that can and will diverge throughout the topic. Using the context of the posts and the defined limitations of certain aspects like attributes, you are able to determine when they occur and formulate a timeline of actions in the topic. It is important to respond to these actions in order. People can and will capitalize on mistakes regarding the timeline of actions, so it is important to learn how to timeline the actions based on the context of the post.

  • Interruptions: Interruptions are a key part of Combat RP, and can refer to multiple things in posts. An “interruption” refers to any action that could alter all of the following actions for one of the participants. One example would be performing an action that doesn’t allow your opponent’s combo to continue. This would “interrupt” their following actions and alter the timeline from this point forward. Another example would be having the time in character to perceive an action from your opponent that would alter your character’s action. Interruptions are a key point to combat as they will dramatically shift the timeline by preventing intended actions within the timeline. It’s important to note that not all attempts to interrupt the actions of others will be successful.

    • While it is understandable that you will want to interrupt various actions, please do so within reason and avoid bringing a topic to a standstill as much as possible. This isn’t a rule that is enforced, but instead a request for everyone to be able to enjoy combat.


  • Turn Duration: There isn’t a defined time limit that your post should occur within, but it is important to keep in mind that your opponent will also be responding to all of your actions within that time if they do not interrupt the chain of actions in a way that cannot be continued.

  • Vagueness: There are many times during combat that there will be a lack of context or details in posts. To some, this can be considered a strategy to achieve a goal during a fight. It isn’t against the rules to do so, but it is important to understand the act of excluding details. For one, if there is a lack of information then you should reach out to your opponent and ask questions as needed. If that isn’t possible, it’s generally best to match a vague action with an equally vague action in order to reasonably face it. It is possible to attempt to use a vague post to your advantage, but there are risks related to this. Manipulating a vague detail to your benefit is something that both participants may do.

  • Hypothetical Actions: There are times in combat when you will see or personally include actions that are pre-determined reactions to actions you can take. They give the person responding to them the choice to move according to the hypothetical action and include it in their post. These actions cannot be interrupted by the person who gave the hypothetical action. If you are not comfortable with responding with however the hypothetical action is used against you, you should avoid using these actions as it is seen as giving permission to your opponent to use these actions to further the fight should they move according to the hypothetical.

  • Godmodding: Godmodding is one of the major issues to avoid when writing your post and engaging in combat as it can result in arguments or even punishment in some cases. Godmodding can be described simply as taking control of another person’s character, or imposing your character on the others in a forceful manner. You may not enforce your actions or control the actions of others without permission under any circumstances. It is for this reason that any action you are using is only ever an attempt to attack, block, or even move in some cases. There are some limited similarities between Godmodding and Vague Actions, but those are within reason and you are unable to actually alter the action of your opponent or force their actions to be something not described in their own post.

    • Example: “Natsu ran up to Gray and attempted to punch him.” You would not be able to say that Natsu ran the long way around yourself when dealing with this, but you could elaborate on the details more to explain the running process or the kind of punch used. The original intent of the writer takes precedent, and the most you can do is further elaborate on the lacking details.


  • Metagaming: Metagaming is another one of the major issues that may be encountered during Combat. It is best described as your character using information that they shouldn’t have access to, or even simply always making the best decision. It’s important to reflect your character’s knowledge and experience in your writing and apply it in a reasonable manner. There actually exist many effects and abilities on the site dedicated to making informed decisions about dealing with spells and item effects that can be obtained, so it is actually possible to build to include unique insight into your character.

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