Battle and Travel Properties

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K
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Battle and Travel Properties

Post by K » Thu Oct 28, 2010 10:30 pm

These are standard for role-playing in terms of battle and location. Though it strikes some of us as common sense, I wish to spell it out for everyone: These things are to be taken with some level of seriousness in order to keep gameplay structured enough for us all to make progress and have fun.

When attacking, do not simply say that you slash at something, or something like, "*attacks you*". If you are attacking, describe the attack.
Bad: *K jumped in and started kicking ass.*
Better: *K was flying along when he saw what was going on, so he dove down and landed in the middle of the enemies. He then launched a left-right horizontal slash at one enemy, a diagonally upward-rightward slash at another, then a downward slash at another. He was able to do this in a matter of just one second, then continued the same pattern until he was interrupted or they were all dead.*

Classically, jutsu cost chakra, most spells and curses cost mana, and there are plenty of other things, right? You have to keep that in mind when you're using them. Chakra and mana build up over time (unless you're some sort of android or something), albeit slowly, so most people can't just toss spells and jutsu around like they're free. This is getting redundant, but please remember that you can't just pull fire out of nothing without spending something; one of the most basic principles of science and life is that we can't create. We can convert, transform, trade, yada yada, but we can't just create things. We can sure seem to, at times, because we spend something that we don't have much other use for, but we can't create. Remember this, please.

Now, you may be wondering about spell properties or such things, because some sites set special limits for them. Here, we'll show you how your spells follow the properties that you set.
Not every spell is an autohit. In fact, most spells are not autohits. Spells can be dodged, just as physical attacks can be dodged. They may be harder to dodge, some of them may be especially accurate, some may be more than that, and some may even be autohits, but it differs from spell to spell and target to target. If you're a fast guy, you can avoid spells and physical attacks. There may be some items/abilities/whatever that make it harder or easier to dodge things, and some may work only for spells, while others work only for physical attacks, yet others are only for metaphysical attacks, others are only for jutsu, et cetera. By default, though, evasion is evasion.
Spells do not necessarily have to be cast by mantra (speech for action). If you want your character to have to say the name of a spell or a certain phrase before casting it, that's your business, and it should be stated in your abilities. One character may have to use mantra for every spell, which means that silencing them will stop them entirely. Another character may be able to cast any of their spells with or without mantra, and casting with mantra improves their accuracy/power. Yet another may be able to cast some spells with mantra, but not others, or casting spells with mantra may have different effects on different spells. Another character may never cast with mantra, and the possibilities go on. Set your preferences as you like, and, if you want some of them to be learned along the way, that's fine. You can train (study, meditate, whatever) to learn new methods. Just remember that your format doesn't have to be imposed on others. The same thing goes with charge times; you don't have to put a charge time in a spell, but you can. If you do, it will be allowed to be a bit stronger and more accurate, or such things like that. That doesn't mean that everyone's spells have to all have charge times. Remember to specify charge times, mantra casting, and anything else in your ability list. You can't just make a spell without stating any such properties, then decide mid-battle that you can cast it with mantra to make it stronger. Your character can learn to do that through training/Levelling, but it all has to be stated in your ability list, else it doesn't count. It would be unfair if it did.
There are no special rules about taking additional damage when casting a spell or anything like that. You can make those up for your character, but no such properties will be imposed on everyone.

Now, as for travel, please be patient about the world map and refer to the Role-Player's Guide to the Universe for region placements. You should travel through each place. If you start a thread in the Lunabell Fields, and you use something that you supposedly got at Meidkuad Castle, you should have a thread there in which you got that. Timelining is fine; you can run two threads at once and simply say that one occurs after the other, but you can't just RP in the Jden Sol Snowcaps, then RP in the Atypical Institution, and say in the latter that you happened by the Shallows Village and bought some stuff at the market along the way. If you start an RP atop the summit of a mountain or something, say how you got up there. If you are on the Chaos Beach one moment, then you're in the Shallows Village, say how you got across the Abyssal Sea. Just make sense; that's all. Making sense is really handy and keeps everything nice, while being lazy does nothing.

There's a reason why it is recommended that most chars get at least one vehicle, whether as starting equipment or something that xe bought from Leilani. Remember that starting vehicles can't be too good and be approved, because that would be unfair to all the others with equal weapons to yours, but no vehicles, or such like that, but it is possible to have a starting vehicle. Buying a vehicle remains as a highly recommended option.
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