Post by Rivet on May 14, 2008 14:08:31 GMT -5
Why it is Necessary
Because roleplay battles are only as realistic as its writers make them, the three-dodge system makes it almost impossible to have an over-powerful (godmoding) character. It is fair in that both parties get to decide what hits do and don't connect, but it also ensures that neither side gets away without some kind of damage. If used properly, it can make for very exciting and tactful battles, but by itself it is a great way of keeping both sides from powerplaying and/or godmoding, and also from autokilling.
How it Works
First and foremost, three-dodge does NOT mean that you only get three dodges throughout the whole battle. It means that you cannot dodge three major attacks consecutively. If you take damage from one attack, then your dodges are reset. The exception to this is when a person only takes minimal damage the entire time (ie: three attempts were made for a bite to the neck. All three times, the other player took damage to the shoulder instead.)
- Attacks are made in detailed attempts. To be successful with this system, you must describe your attack, what will happen (what your character will do) if it is a successful hit, or the defensive measures your character will take if the opponent manages to dodge it. Example:
* The wolf would launch himself at the other, jaws open and hoping to connect with its shoulder. If the strike was made, he would latch onto the flesh and tug, hoping to drag the other off its feet. If they evaded his jaws, however, he would spring away and prepare for a counter. *
- There are realistic loophole opportunities with this system, but it takes skillful creativity to find and target them without altering the actions of the opponent's previous post. For instance:
* He saw his attacker lunge, jaws open, but the effort would of course leave a length of the other's neck exposed. The wolf would let his opponent's jaws connect, and immediately snake his head around toward the exposed throat of the other, ignoring his own pain. They would have to be quick to avoid the strike, for if he connected it would surely mean death. If not, he would simply fall opposite to the wolf's tug, letting his own dead weight bring the other down with him. *
- It is a very versatile system, while also being structured. It's strict only in that both parties take some kind of damage, though the players are welcome to choose what kind. If a person is caught with all dodges used up, then they have no choice but to take the next hit.
- Death can occur BEFORE dodges are used. Accumulating hits will, of course, weaken the body and performance of an opponent. To be realistic and keep from godmoding, you must take these weaknesses into mind and hope for a clever chance to outwit the other. Don’t push it. If you cannot decide yourself when to throw in the towel and your opponent thinks that, realistically, your character should be close to death, a referee may be notified by PM and you may be asked to resign your character.
Basics
- No autohitting. Attempts only. You cannot assume what the other player will do.
- To every advantage, there is a disadvantage.
- Play your OWN character. If the other fails to identify a weakness, you may act on it, but only if it is realistically possible.
- No more than three attempted attacks per post. It takes time to move, to get up, to turn, or speed up. Distance is also a factor. Time itself can be a weakness, and you must remember to penalize yourself for those things.
- This system allows players to keep each other in check.
- If a player thinks there is a breach of the system, they may inform the opponent OOCly and ignore it. If disagreement occurs, a ‘referee’ or mod may be invoked through PM ONLY.
- Prevents autokilling/autohitting.
- Prevents godmoding.
- Prevents unfairness in battle.
- Prevents powerplaying.
- Promotes post length, description, and creativity.
Referees
- Staff are default refs, though a volunteer can offer their help if desired.
- Refs should be contacted through PM only. A verdict will be messaged to both players, and they can continue their battle accordingly afterwards.
- Refs should only be invoked if there is a disagreement over what is or isn’t fair and abiding by the rules of the system.
Because roleplay battles are only as realistic as its writers make them, the three-dodge system makes it almost impossible to have an over-powerful (godmoding) character. It is fair in that both parties get to decide what hits do and don't connect, but it also ensures that neither side gets away without some kind of damage. If used properly, it can make for very exciting and tactful battles, but by itself it is a great way of keeping both sides from powerplaying and/or godmoding, and also from autokilling.
How it Works
First and foremost, three-dodge does NOT mean that you only get three dodges throughout the whole battle. It means that you cannot dodge three major attacks consecutively. If you take damage from one attack, then your dodges are reset. The exception to this is when a person only takes minimal damage the entire time (ie: three attempts were made for a bite to the neck. All three times, the other player took damage to the shoulder instead.)
- Attacks are made in detailed attempts. To be successful with this system, you must describe your attack, what will happen (what your character will do) if it is a successful hit, or the defensive measures your character will take if the opponent manages to dodge it. Example:
* The wolf would launch himself at the other, jaws open and hoping to connect with its shoulder. If the strike was made, he would latch onto the flesh and tug, hoping to drag the other off its feet. If they evaded his jaws, however, he would spring away and prepare for a counter. *
- There are realistic loophole opportunities with this system, but it takes skillful creativity to find and target them without altering the actions of the opponent's previous post. For instance:
* He saw his attacker lunge, jaws open, but the effort would of course leave a length of the other's neck exposed. The wolf would let his opponent's jaws connect, and immediately snake his head around toward the exposed throat of the other, ignoring his own pain. They would have to be quick to avoid the strike, for if he connected it would surely mean death. If not, he would simply fall opposite to the wolf's tug, letting his own dead weight bring the other down with him. *
- It is a very versatile system, while also being structured. It's strict only in that both parties take some kind of damage, though the players are welcome to choose what kind. If a person is caught with all dodges used up, then they have no choice but to take the next hit.
- Death can occur BEFORE dodges are used. Accumulating hits will, of course, weaken the body and performance of an opponent. To be realistic and keep from godmoding, you must take these weaknesses into mind and hope for a clever chance to outwit the other. Don’t push it. If you cannot decide yourself when to throw in the towel and your opponent thinks that, realistically, your character should be close to death, a referee may be notified by PM and you may be asked to resign your character.
Basics
- No autohitting. Attempts only. You cannot assume what the other player will do.
- To every advantage, there is a disadvantage.
- Play your OWN character. If the other fails to identify a weakness, you may act on it, but only if it is realistically possible.
- No more than three attempted attacks per post. It takes time to move, to get up, to turn, or speed up. Distance is also a factor. Time itself can be a weakness, and you must remember to penalize yourself for those things.
- This system allows players to keep each other in check.
- If a player thinks there is a breach of the system, they may inform the opponent OOCly and ignore it. If disagreement occurs, a ‘referee’ or mod may be invoked through PM ONLY.
- Prevents autokilling/autohitting.
- Prevents godmoding.
- Prevents unfairness in battle.
- Prevents powerplaying.
- Promotes post length, description, and creativity.
Referees
- Staff are default refs, though a volunteer can offer their help if desired.
- Refs should be contacted through PM only. A verdict will be messaged to both players, and they can continue their battle accordingly afterwards.
- Refs should only be invoked if there is a disagreement over what is or isn’t fair and abiding by the rules of the system.