Official Battle Rules [ T1 ]
Aug 15, 2015 20:16:15 GMT -8
Post by Comatose on Aug 15, 2015 20:16:15 GMT -8
Overview
Type 1 (T1) combat is a type of textual combat designed with logic, precision, and detail in mind. It’s a turn-based style, allowing every player involved equal time and space to post their character’s move. Though it has more overarching meaning than what will be presented here, this should serve as a guide for how T1 works in regards to NRP. Documents older than this very site itself will be provided as links at the end of this thread for viewing. Again, these show more general rules of T1 and don't entirely reflect how it has been modified here. If you are confused with anything, you are always free to ask or PM someone.
Basics
As explained Logic plays a huge role in how T1 is ruled and addressed, and should be noted when you decide on doing something. Your character, though a ninja or a similarly powerful individual, has limits to what they can do if not aided by some sort of technique. For example, you can twist and turn more than the average chump. However, that doesn't mean physics is tossed to the wind. Obviously things like momentum, power, timing, distance are still extremely important. You run full speed at an opponent, you won't be able to just stop on a dime. You swing your sword, you likely create an opening somewhere. That place may be harder to defend than other places. These details can make or break a battle.
The more detailed you are, the less likely you are to end up in an argument. Keep in mind, it's possible that arguments will still happen. That's where moderators and admins will step in to help. Just keep things civil during the process.
Turns
A turn on NRP does not have an exact measurement, as in it lasts a variable amount of time as per how much time you need to complete what you have written. However, it should be noted that during this time frame the world does not stop. That is, time does not stop. Time is still flowing and everything else is still happening around you. Your opponent can and will still move during this time, and any actions they had done should be taken into consideration.
It goes without saying that one should be reasonable with how many actions they attempt per turn. A safe bet is always three significant actions per turn, be they jutsu or direct attacks.Notable Terms
Interrupts are defined as actions that directly effect the actions one is taking during their turn. For example, in a battle if Person A is preparing a technique and Person B stops this in some way it would be regarded as an interupt. Interupts break the flow of turns in that in this case Person A needs to reevaluate what they were trying to do in their post. What they may or may not have been trying to do after their preparation of handseals, in this instance a Jutsu, has been cut off before it could happen. Now on their turn they must react accordingly, and even could interupt the interupt halfway!
Combat Rewinds are defined as taking back an action in your post. One should be wary as they are not entirely synonymous with interrupts. That is, you should note which actions you actually can and cannot take back at any given time. If your opponent counters something based upon an action that has now past, you logically cannot just simply take back such action - it would not work. Likewise, you need to keep in mind that you can never ever take back certain things: most outstandingly, you can't take back hits you've taken. If you are punched in the face and you accept falling to the ground, you can't go back one round later and say "well, whoops, I didn't want to do that."
Established Acceptance is a loose term defined by when someone accepts something that has happened previously. This term usually goes hand in hand with the notion of a combat rewind in scope. When someone establishes some sort of information earlier in a thread it becomes fact (so long as it's reasonable) unless someone else changes it. If person A writes that the scenery is a dense forest and person B does not modify this scenery (within reasonable scope) within their next post then this becomes established fact. Person B cannot then go back and say that it was in fact an open plain, as they already established acceptance.
Hidden Actions are defined as something veiled that you wish to keep vague, obscured, or out of sight. T1 thrives on one's ability to plan and scheme, and utilizing hidden actions can give you a huge edge on fighting. However, there should always be some sort of indication you are doing something, even if it is extremely esoteric. These do actually need to be tracked by the you (the writer / roleplayer) in terms of Chakra Cost (should they have any) and handseals (should they have any), so that when something comes into question it can be addressed if need be. If one fails to do so, they may lose their right to the specific action.
Hidden actions can and will sometimes be noticed by the opposing player and these are evaluated on a case-by-case basis. For example, hiding your hands under your cloak suddenly to do handseals is an obvious tell - but fighting whilst drawing a seal in the sand with your foot during movements is not. An opponent may notice and backtrack something (issue a combat rewind or interrupt). This is entirely feasible and allowed should the noticing be within reason.
Stats and Traits
As explained in the stats, traits & battle thread, stats and traits are the bridge created for NRP to balance the idea that not everyone can be good at everything. They seek to properly make a gap in some things between ninja depending on the player's choices. Stats and traits should never be taken fully literally and are a comparison that is used to determine things in certain situations. Other variables can and do come into play at all times. A basic example of something needing stat analysis would be two ninja colliding and attempting to push each other back, in a world where everything about them is the same but their stats. Obviously, whoever had the higher strength stat would be able to overpower the other individual.
Remember, during roleplay and battle you do not know the stats of your opponent and should act accordingly.
On Logic and Naruto
Naruto is a mess of inconsistencies logically. They throw things at us then turn around and contradict themselves later. In some cases we have outliers show up that occasionally are cited as what should be the rule on our forum. They aren't.
Outliers are never applicable examples of the rule, no matter what level your character is.
If one time Itachi performs some unnumbered group of handseals faster than others can see, it doesn't become the upper limit for what's reasonable.
Step back, look at the general rule for most characters. In all likelihood, that is what moderators and administrators will use in combat-related arguments if and when they occur.
This will dually apply to any number of other issues. "Moving faster than the eye can see," "using massive chakra cost jutsus in repeated succession," etc.