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Eric's Comprehensive Guide to Turn Based Fighting

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Eric's Comprehensive Guide to Turn Based Fighting

Tips: 0.00 INK Postby Remæus on Thu Aug 25, 2005 12:12 pm

Filler, until I get some time to write this in.

Links, in the mean time:
- Type 1 - the root of turn based fighting

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Remæus
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Re: Eric's Comprehensive Guide to Turn Based Fighting

Tips: 0.00 INK Postby Remæus on Sun Apr 06, 2008 7:29 pm

OLD CONTENT BELOW, DISREGARD.

Keep in mind that all fighting should be respectful of all parties involved. These rules are not absolute - everyone is free to decide for themselves what is appropriate.

Speed Fighting:
Used in a chat or over messenger.


Hit Claims - Attacker lands his attacks with a connection line:
Code: Select all
::Throws his left foot towards his foe's chin in a high front kick::
::The ball of his foot slamming into the man's chin as he hits::

Freestyle - The attacker lands his attacks with a specified number of lines before the opponent can avoid the attack (usually 1 or 2, but is agreed upon by the fighters.) The following is a connection with 2 line freestyle:
Code: Select all
::Throws his left foot towards his foe's chin in a high front kick::
::Brings his foot back to the ground as he rotates his body::
::Then steps to the right, coming around to the left side of his foe::


Turnbased Fighting:
Fighters take turns describing their actions and reactions to the opponent.

Some good basic agreements:
Each turn may include any amount of reasonable action, but only one attack and one defense may be used per turn.
A grab is counted as an attack and must take two turns.
A grab may be counted in a single turn if contact is pre-existing.
A lock must be preceeded by a grab, and consist of one extra turn.
A bone breaks after 5 successful attacks to the same bone, or 5 consecutive turns through which pressure is applied (to a joint or otherwise) with a lock.
A blood choke must be preceeded by a lock, and takes one turn of holding the lock to knock out, plus whatever the mandatory kill length is to kill.
A windpipe injury takes three turns after a successful attack, grab, or lock to knock the person out, plus whatever the mandatory kill length is to kill.

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