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    1. Gun 11 yrs ago

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Precisely, Rill. That seems fair. But I do want to address another issue that a few people in the past have had insofar as not understanding the no interrupt system. They think you cannot act until after the opponent finishes his action. That isn't true. You can prepare, reposition, or do anything while your enemy does whatever, so long as it doesn't result in removing his actions from the timeline.

just seems that Melon might be of the thinking that he's just forced to allow whatever the opponent wants to happen, to happen because he can't rightly cut his action off. Just wanted to verify that that really isn't true.
While his defense is valid, I still consider my issues valid. I don't consider interrupts by any measure 'necessary', considering I've been doing better without em in my experience.

Again, your understanding of no interrupts seems to precisely be 'I have to stand there and watch him do stuff, even if its clearly stupid.' when that isn't remotely the case. If your enemy performs a ludicrous attack there are other, equally valid ways of punishing him aside from cutting off his entire action.

Now sure I have gripes with the interrupt system, but both pose, to me, an equally diverse set of issues, and it comes down to preference. If that's the rule for a tourney? Sure, I'll abide, but if I don't have to do something in a way I don't particularly enjoy, then I wont. I suppose it comes down to personal taste and flavor.

Edit: in no way would avoiding or defending constitute an interrupt. Having your attack fail is not the same as having it interrupted. The attack was still carried out, and the continuity has not been broken. It could only count as an interrupt if the opponent wrote that his attack actually HIT you, because then you would be cancelling out his action, but that isn't allowed under just about any RP setting anywhere, so it isn't possible. Again, a similar understanding that most people not accustom to fighting without interrupts jump to. It really seems a lot of the dislike for no interrupts actually comes from misunderstandings and wrong ideas of how it actually works.
I can get that, but the spirit if the rule set is to not interrupt for sake of clarify and timeline. Of course in the event that logic permits it(your gun is already aimed, yada yada) then that could be worked out, and would still only technically be an interrupt, not an intentional or forced situation where you 1-jp the enemy at every chance.

As for getting to someone before they shot(unless some kinda logic permitted it, say you were already moving at sound speed or something when the enemy tried to shoot you, which you could then argue again that his response to your action was inadequate.), then that would count as a forced interrupt to me. Defense isn't all you're left with, you could move forward, cutting the bullets in half for all I care. This system generally punishes the first mistake with death, because actions are irrevocable.

So yes, various scenarios would allow for logical 'pseudk-interrupts', but those are case-by-case, and most of those scenarios end the match when they happen because its usually due to a miscalculation from the opponent(misjudging firing speed compared to your speed, etc.)
Lol not the same move exactly, but you are forced to rewrite your post to account for the interrupt or take the hit. So usually you change your strategy and leave less room for 'openings' while the other opponent keeps trying to do the opposite. Most people not accustom to fighting without interrupts have the exact same comments and interests as you(not that this is a bad thing). But I have played on both sides of the fence, and not using interrupts does not equate to 'sitting there doing nothing whilst my enemy does junk.' because most people seem to have that outlook on it every time I say it(as well as the old 'yew dun liek interrupts because yew dun know how to use them' thing).

It just means actions are either simultaneous or happen in a forward-flowing motion. (Ex: Ian shoots his gun at whatshisface. Whatshisface watches his hand move, and isn't an idiot, so knows he's getting his gun. He places his shield in front of him to absorb the incoming shots, and then cover fires at the same time using blah blah).

Sorry if this comes off as snarky or something. It isn't, I assure you.

EDIT: To clarify on how my system doesn't just overlook screwups, I'll go back to the above example. So whatshisface, instead of preventing ians actions from occurring, has instead dealt with that action while delivering his own action. But now lets say the bullets Ian use explode on impact like a grenade or something, and whatshisface forgot to account for this in his defense. At that point, Ian could argue that whatshisface is dead, needs to repost, or takes damage assignment. There are an infinite, probably better number of examples out there, but I hope this clears it up at least somewhat.
@Rilla That's one I tend to get often, but id be happy to clarify. In my experience, interrupts are simple ways to invalidate entire sections of an opponents post(ex: Ian shoots his gun at whatshisface. Whatshisface looks at ians hand twitch toward his gun, and before he reaches it, skullfucks him with his super move). It creates continuity breaks that the less experienced either do without realizing it, and in my experiences, is an often exploited system. 20 posts could add up to 2 seconds IC because each participant is essentially rewriting the same move over and over again to account for the opponent cutting them off.

I may just be cynical or something, but the above reason is the primary reason why, but there are others, but they are more anecdotal.
@Doc Doctor Goodie. No particular rule set, just guidelines I use. And they are:

1. One attack per turn.
2. Preps are allowed, but not required to achieve power. They take a backseat for me.
3. No interrupts or retroactive prevention of actions made by the opponent. The fight should move in a forward, clean flow. I personally feel interrupts screw up fight timelines.
4. This is high tier, but that doesn't mean reality warping, instant attacks, porting, and the like are allowed.

Hope this works for you, bud.
Anyone up for a ranked high tier match?
Power level: Mid-high
Arena: Any
Victory: Incapacitation, forfeit, or death.
Wager: Any
Stipulations: Charging is not required, though still allowed for the sake of cementing attacks and defense.
Character: roleplayerguild.com/posts/3140843
Oath Freedom
Looking for someone to oblige me in a mech fight. Fist full of titanium alloy to the face, anyone?
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