Avatar of MelonHead
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    1. MelonHead 12 yrs ago
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Mostly given up on this post by post business

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Ok, so the hailstorm interrupted the scouting phase and I misread the tree situation, fair enough I'll post soon.
When is your character acting, my character is currently carrying out an extensive 30 minute scouting mission within the forest.

Also what is your character's energy consumption rates like? Presumably they've just been hovering around for over 20 minutes now, which I would have thought would be at least somewhat tiring, and now launched a huge hail storm over a large area.

Well, I'm using the adjective faster in arbitrary terms to describe all of a character's movements, though I suppose agile would be more appropriate.
Manipulating your arena within the bounds of realism with your descriptions of events is fair game within reason. Usually an attacker will describe some of the damage their attack may cause should it not be negated or deflected somehow, if it is the defender takes control of its effects.

If you are overly manipulative in this way your opponent will probably call bullshit, but I'm personally for Arena manipulation because I happen to use it to my advantage quite often. In ranked battles the judge will probably rule on any overly exploitative manipulation of the Arena though.
What you were talking about Willy is mostly covered by T1 which is in fact a guideline for a large number of fights here and does serve the purpose of balancing fights though I'd refute your claim that this balance is somehow 'skewed' and assume you have used the word incorrectly.

For example, combos are for the most part a bad idea, T1 is designed to cut up movements into individual attacks with cause and effect resolved before moving onto the next move. Most of the time your opponent won't be hit with your first move, which leaves you vulnerable if you haven't left your post open so your character can react to their failed move.

For example, if you post your character attempting a five punch combo that's what they're going to do, regardless of your opponent's reaction, if you include that your character will be ready to abandon their attack you may be ok in this situation, but it's more effective just to post your initial attack and then if your opponent is opened up in a way that makes further combo possible post the next attack in your next turn.

Interruptions are a pain in Arena, but they are the life blood of combat, that's where the most important rule comes in, logic. Only a certain amount of action is capable in a certain timescale and that is where the turn based aspect of T1 comes into play.

Preps work on the assumption that an opponent taking their time with their attack has more right in a combat between two opponents of roughly physical skill (IC, not OOC) to score a more critical hit. Guns in theory should work under this same theory, if you take a turn to aim your pistol you've essentially scoped in on a target and have more accuracy, your opponent is less likely to call bullshit on your insane accuracy and ninja-dodge your ass and instead take the hit as fair for not getting out of the way in the turn they had.

It's a fairly loose fitting guideline with a lot of personal interpretation, but there is no end-all system for combat and so far T1 makes the most sense to me.

Where is that defense from? I don't really understand it, nor would I ever recommend acrobatics in the Arena unless your character is significantly faster than your opponent.

On the plus side you may survive what would have been death fighting any other Arena opponent turning your back to your foe, because Gladiatorial combat is supposed to be drawn out and exciting.
Brennus’ spear-head whistled past his foe as he carried out some strange manoeuvre he had never seen before, falling backwards on his hands and feet. He wondered how such a move was useful for a heavily armoured warrior even as he yanked his spear back half-way to prepare for a strike on his exposed foe.

He stepped forward to make up the additional distance even as his opponent showed the point of his move by lashing out at Brennus’ spear, missing by some margin as he discovered that a spear-point was far faster than a man’s legs. Now Brennus had closed to within spear range once again and pressed another thrust towards the Spartan, this time aiming for his exposed back while he was still in the middle of his handstand. The attack was launched in the same fashion as the last, Brennus seeing no particular reason to adjust his style but rather the target and angle of his attack.

“Die.” Brennus roared in Celtic, thrusting his spear dead-centre at his opponent’s back, wondering even as he did so if the Spartan’s armour could stop his point from punching through and ending this battle after the opening exchange.
Do you know any sword fighting styles? My favorite is Battou- Jutsu, but my arms ar a little bit too shortl unless im using a curved sword or a shortsword.


I've perused some of Silver's fencing techniques and done some general research into Viking sword and shield combat and HEMA but I don't know any specific fighting styles (as I've never been that interested in the actual practice of sword fighting and the like, it's more of a casual interest as I'm a modern-history student.)
I dislike them because they tend to be quite short and aren't massively effective thrusting weapons, and for whatever reason they have no useful hand guard so you'd probably have all your fingers chopped off. Plus they take years to learn how to swing effectively, when you can teach someone to use a spear in a fraction of the time and they'll probably just stab you before you can get close enough to use your fancy sword because half the time you can't even use a shield with it.

There are a lot of issues with the Katana, but they do cut things nicely, so hey-ho.

My dad actually collects stuff like that- swords, spears bows, axes, a few shields. My favorite is the katana :)


Lucky, I've never liked the Katana very much, super over-rated.
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