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 T1 (Type 1) Turn-based combat

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PostSubject: T1 (Type 1) Turn-based combat   Sat Dec 08, 2012 12:58 pm


T1 (Type 1)


Turn-based Textual Combat (TB, T1, Para)
~The Basics~

Turn-based Textual Combat (TB, T1, para), is dependent upon the honesty and integrity of players, as well as their ability to out maneuver their opponents whilst thinking laterally, following a logical course of progression. By this, each player is the sole judge of their character and what happens to their character; no other individual holds in any way any control or power over anothers actions. They are expected to play fairly and with refrain at all times, deciding whether the outcome of events should go against what they might wish.

The form of TB is exactly as the name implies: each player takes turns to have their character perform a sequence of events, planning to stay one step ahead of their opponent’s actions. Generally, the two players first agree that they are using the same form of textual combat to ensure there is no confusion, then between themselves they decide which character should take the first turn. The player with the first turn then has as much time as they need to type up their introduction to the battle, perhaps in the form of a first attack or as the readying of their weapon. For example:

Conan_the_Barbarian lumbers forward, sneering at the old man who has dared to challenge him, standing tall and proud as the very symbol of honed athletic prowess. His broad hands reach to his shoulder, drawing his broadsword with the hoarse whisper of steel on steel, leveling the blade before him. Both hands grasp the hilt firmly; his feet spaced evenly in a slight crouch, sharp eyes narrowing at the warrior.

After this, the other player will then be able to take his turn, deciding to go straight into the heat of the battle:

Druss_the_Axeman makes no meal of his actions as his gauntlet-clad hand snaps back to draw his axe. With his feet bound the flagstones, racing towards the barbarian, Snaga the Sender comes loose with a violet tug and sweeps outward as he nears, barreled chest and large muscles tightening like iron with the soar of the silver edge through the air. Right before the barbarian he halts and throws his full momentum into the deadly crash of the blade, swiping out for his guts in a quick, deadly motion.

What should be noticed, when reading the above attack, is that at no time does Druss declare that he has struck Conan, only that his actions will strike him unless he reacts. This is the standard form of TB combat, as rather than state that an opponent has taken any damage the player explains his attack, allowing the other to decide if it can be dodged. If one player decides the outcome of any direct or indirect action against another, save for the exception of descriptions, it is called an auto-declaration (auto for short).

Autos are illegal under the rules of TB, yet it is generally understood that if the player receiving the attack agrees beforehand that it will carry through unhindered, then it can be announced. However, the player receiving the damage or effect has the sole right to decide on the degree of success; whether they find their character’s head struck from its shoulders, or if they merely have a gash across the brow. Taking this into account, the new player should avoid committing autos in any form until they fully understand the mechanics behind the combat.

The process of logic decides the next stage of any simple fight: can the player think of a way to deal with the attack without taking damage, and can he turn it to his advantage somehow? In this manner the player receiving the action can decide the end result of the attack, yet must describe clearly how this result is obtained. Again, fairness of discretion is required to continue. In the example given above, Conan has readied himself to receive such an attack, and so has no trouble in deflecting it away:

Conan_the_Barbarian sends his sword smashing down against the axe, jerking from the jarring clang of metal on metal, then with a grunt of effort pushes it back to the lower right of the axeman, pinning it with his own blade. Continuing his turn he spins on the ball of his foot, launching a momentous kick toward the old man’s head, intending to catch him with the heel of his boot right upon the jaw as he pivots around.

With the attack thwarted, the player then has the opportunity to initiate a counter-attack or to withdraw and ready his next action, be it a defense or otherwise. It is important to regulate the number of actions a player takes in one turn, though no real limit is imposed for this purpose. Players are expected to generally agree on what is acceptable either before hand, or as they are going along, but it has to be understood that too many actions spoil the event. This particularly applies if the players are spending less time describing or portraying the actions, making it interesting reading, and more time simply churning out actions in a bid to win their battles.

A good post only covers one to about three actions, making use of adequate description to make what is happening crystal-clear. The less confusion the better, as players can spend less time pondering over what is happening and more time considering what to do next. When a player totally misunderstands what is happening in the game, a message or so to the opponent should straighten out the ordeal, and so avoid cluttering the flow of the match… Should a player post without asking and get it wrong, having misinterpreted the actions, they are generally allowed a second attempt to get it right.

Druss_the_Axeman feels the clash of their weaponry and rebounds slightly, Snaga held rigidly within the lock of Conan’s blade on the floor. He had expected this however, as having seen from the man’s crouched position and his hold upon his weapon that he intended a retort. When the barbarian spins Druss is already in action, dropping low as the boot floats over his skullcap-protected brow, thundering a first in close quarters to his belly, ramming it forward to knock him off balance and free his Axe.

There comes a point when a player has to admit that an attack was successful, being logically unavoidable and soundly executed. This need not result in instant death or loss of the battle, but rather in a swift change of ploy to maintain a running fight. Assuming a player has the means with which to recover swiftly, one can employ them to their heart’s content, yet should be aware that their character has taken some minor damage from the events that have unfolded. Punches can be rolled with, but if they hammer into a character when they are unready they can be devastating… not all damage comes from edged weaponry. It is important to pinpoint the degree of damage, and to make a judgement as to whether the character can proceed beyond that point with it as hindrance.

Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, where as an ill-timed knee-blow might only leave a bruise on a character’s cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play.

Conan_the_Barbarian was surprised by the sudden crunch of the old man’s fist against his back, having expected his sole to render him unconscious… after all, he reflects as he tumbles forward, the old an infirm are weak compared to the freshness of youth. Ramming his elbow off of the floor, he bites down hard on his tongue, turning over with the remaining momentum and clambering to his feet with graceless gestures, facing the man with a bloody roar of utter rage as his sword sweeps to rest by his side once more.

This concludes the introduction to the basics of Turn-based textual combat.



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