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Turn-Based Eden Era T1 Advanced Tutorial (2016) By Obake

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Turn-Based Eden Era T1 Advanced Tutorial (2016) By Obake

Tips: 0.00 INK Postby Obake on Sat Apr 16, 2016 3:44 am

T1A
Turn-Based Eden Era T1 Advanced Tutorial
Continuation of the Turn-Based Eden Era T1 Introductory Tutorial written by Vøices øf Xenøn

Advanced Turn-Based Textual Combat
Written by Obake © 2016
http://www.RolePlayGateway.com

Before we begin, it is important to note that my Eden Era T1 advanced tutorial is not a modified version of Xenøn's Eden Era T1 introductory tutorial, but rather a continuation of it, thus it is called the 2nd edition or second chapter. It is recommended that you read Xenøn's tutorial first before reading my tutorial. Xenøn and myself were both Edenites during the late Golden Age, thus it can be said that Xenøn's 1st edition and my own 2nd edition are both written by actual Edenites from the original Eden Era role-playing community hosted by Geocities, with a gap of about sixteen years between chapters. At one time, there was another original T1A tutorial on Eden Era, but it has since been forgotten. For the purpose of continuing the advancement of Eden Era T1 during the 21st century (T1 was originally created during the late 20th century), I have designed this tutorial to accommodate the New Age with more of a Sci-Fi and Magic playing field rather than Xenøn's more Medieval or Mundane playing field. Keep in mind when combining elements from both of these tutorials, Ranged > Magic > Melee means that Ranged characters gain an advantage over Magic characters, but Magic characters gain an advantage over Melee characters, while Melee characters gain an advantage over Ranged characters. This rocks-paper-scissors style of Eden Era T1A is a standard structure that can still be modified by different character's ranks and power levels, as you will see in the future.

But first, in order to participate in this style of turn-based fighting, you will need to create a character sheet. This character sheet (CS) should contain all the information needed about your character (chara) before we begin. It is important to note that a T1A character sheet is somewhat different from the general RPG character sheet in that it focuses on different details about your character than other story-based character sheets. A normal character sheet will include your character's eye color, hair color, skin color and other colorful details about their clothing and attributes, but a standard T1A character sheet is only interested in your statistical strengths and weaknesses. You may choose to combine both character sheets into one complete sheet if you want to, but it is not necessary. For the purpose of this tutorial, we will only be observing an example of a T1A character sheet:


CHARACTER SHEET:
Playercard/Username: Obake (Put your name)
Rank/Level: Master Lvl3 (See below for more details)
Character: Albrecht the Jedi Knight (Put chara's name)
Race: Human (See below for more details)
Class: Melee (Put either Melee, Magic or Ranged here)
Age: 30-years-old (Put chara's age)
Sex/Gender: Male (Put chara's gender)
Height: 6'0" (72 inches) (Put chara's height in feet and inches)
Weight: 160 pounds (72.5 kilograms) (Put chara's weight in pounds and kilograms)
Shape/Fitness: Slender/Toned/Flexible (Put chara's shape here)
Armor: None (See below)
Primary Weapon: Lightsaber (See below for more details)
Secondary Weapons: Lightdagger, Laser Pistol (See below)
Items: Coinbag, Medkit, Gloves, Boots, Toolbelt, Scabbard, Sheath (See below)
Abilities: Force User (10,000 mcc) (See below for more details)
Skills: Swordsmanship, Knifefighting, Unarmed Combat, Firearms Training (See below)
Weaknesses: Human/Common (Put chara's weaknesses)

RANKS/LEVELS:
It is important to note that the following Ranks/Levels of T1A are associated with the players themselves and are strictly based on their average scores during activity on the forums. Unlike other story-based character sheets where this information does not matter, your player score on the T1A character sheet also effects the Rank/Level of your character. By doing this, T1A encourages turn-based players to improve their writing skills, thus inspiring a form of education and creativity. You will also notice that a player's typos and punctuation errors are likewise taken into consideration. So in order to rank up, you will have to practice your spelling along with your creative writing skills:


Novice Lvl1 players = 3-25 words per post (with 3 or more typos)
Novice Lvl2 players = 25-50 words per post (with 6 or more typos)
Novice Lvl3 players = 50-100 words per post (with 12 or more typos)
Expert Lvl1 players = 100-150 words per post (with 3 or more typos)
Expert Lvl2 players = 150-200 words per post (with 6 or more typos)
Expert Lvl3 players = 200-300 words per post (with 12 or more typos)
Master Lvl1 players = 300-400 words per post (with 12 or less typos)
Master Lvl2 players = 400-500 words per post (with 6 or less typos)
Master Lvl3 players = 500-600 words per post (with 3 or less typos)
Grandmaster Lvl1 players = 700-800 words per post (with 12 or less typos)
Grandmaster Lvl2 players = 800-900 words per post (with 6 or less typos)
Grandmaster Lvl3 players = 900-1000 words per post (with 3 or less typos)

When practicing T1A, it is recommended for all players to post no less than 200 words per post and no more than 1200 words per post. Therefore, it has been suggested that Novice turn-based players look at Xenøn's introductory T1 tutorial before attempting to learn T1A, as the original Eden Era T1 introductory tutorial will give you a better foundation to begin with. Although higher ranks do exist, like Grandmaster Lvl4 and so on, it is not recommended for players to exceed 1200 words per post (broken into 5 or more paragraphs) as that might be too long of a read for other players. Sometimes, less is more in turn-based textual combat. T1A isn't so much about how many words you post, but more about how many details you can squeeze into a single paragraph. So take all of your writings into consideration.


Of course, some players prefer a more simple ranking system. You may prefer not to determine a character's rank by a player's personal writing skills, therefore we have an alternate solution to meet each player's needs. It has been suggested that a good ranking system should include Grandmasters, Masters, Experts, Apprentices, Novices and Padawans in that order. Others may prefer not to use any ranking system at all. This is allowed, but not recommended.


RACES:
Your character's race effects other parts of your T1A character sheet, so be careful when choosing a race. For this tutorial, I listed that Albrecht the Jedi Knight was a Human, for the purpose of giving an example. Being a human effects Albrecht's height, abilities and weaknesses, which are needed in order to finish my character sheet. I listed that Albrecht was 6-feet-tall with Force abilities and that his weaknesses are common since he is a human. Other races might be taller or shorter, with different abilities and weaknesses than what I have listed for Albrecht.


CLASSES:
Your character's class effects other parts of your T1A character sheet, so be careful when choosing a class. As stated before, there are 3 main types of character classes. Ranged > Magic > Melee means that Ranged characters have an advantage over Magic characters, Magic characters have an advantage over Melee characters and Melee characters have an advantage over Ranged characters. I listed that Albrecht the Jedi Knight was a Melee character, for the purpose of giving an example. Being a melee character effects Albrecht's armor, weapons, items, abilities and skills, which are needed in order to finish my character sheet. As you may have noticed, Albrecht has no magic weapons, but he does have Force abilities with 10,000mcc (mito-chlorian count) and a ranged secondary weapon. Melee characters may have ranged weapons or magical weapons as secondary weapons, but they will not be as skilled with their secondary weapons as they would be with their primary weapon. In this case, I listed that Albrecht has a Lightsaber for his primary, with a Lightdagger and Laser Pistol as his secondary weapons. All of these decisions were based on having a Melee character, but again, your own Melee character might have magic items or ranged secondary weapons at their disposal so take all of this information into consideration. Here is a list to help you out:

Melee = Any character who mainly focuses on close-ranged weapons like spears, swords or unarmed combat.
Magic = Any character who mainly focuses on medium-ranged special abilities including Ki, Magic and Super forces.
Ranged = Any character who mainly focuses on long-ranged weapons such as throwing weapons, projectiles or firearms.

If you're still not entirely sure what Class your character falls under, then consider the following information. I listed Albrecht the Jedi Knight as having Force abilities. Force ability counts as a Super force, which falls under the medium-ranged Magic class. However, that is not Albrecht's primary weapon and he only has 10,000mcc (mito-chlorian count). Since his main weapon is a Lightsaber, then Albrecht is still considered to fall under the Melee class of characters. Now, if your character's primary weapon is the Mind/Force and your character has around 20,000mcc or more then you might want to list your character under the Magic class, just for example. Also, it is important to note that Ki-users, Energy-users, Spell-casters, Conjurers, Summoners, Force-users, Elemental-users, etc. all technically fall under the Magic class of characters. If you're using traditional Magic instead of the Force, then you will replace your character's mito-chlorian count with his or her respective power level or Magic proficiency. For example, a Master magician is obviously more powerful than a Novice magician. Likewise, a Master sniper Ranged character with a range of 300 yards is also more skillful than a Novice bowman Ranged character with a range of only 100 yards, so on and so forth.


AGES:
Your character's age might potentially effect your character's wisdom and experience, plus your character's overall abilities, depending on your character's race. I listed Albrecht as being 30-years-old, for the purpose of giving an example. Since he is a human, Albrecht is considered to be in his prime. He is still strong, fast and flexible with a good amount of wisdom and experience. The older he gets, the less strength he will have and the slower he will become, but his wisdom and experience levels will increase just like a real-life human being. Being wiser will allow your character to rationalize and make better decisions, anticipate with greater odds, know more and re-compensate for any loss of strength or flexibility. As with all things, take your character's age into consideration.


HEIGHTS/WEIGHTS:
Your character's Height/Weight may or may not effect your character's abilities and skills, depending on how you list them. It is important to state your character's Height in both feet and inches, for the purpose of consideration to other players and their respective measurement systems throughout the world. I listed Albrecht as being 6-feet-tall which is equal to 72-inches-tall, for the purpose of giving an example. It is also important to state your character's Weight in both pounds and kilograms, again for the purpose of consideration to other players. By doing it this way, you will allow other players to have a better visual perception of your character, which ultimately leads to better game-play during turn-based textual combat. But be very careful when choosing your character's Height/Weight as it may effect certain things such as your character's balance, physical reach, physical speed and physical strength. Taller characters generally have a longer reach and are physically faster than shorter characters. Heavier characters generally have more strength and physical power than lighter weighing characters, so take your character's Height/Weight into consideration.


ARMOR:
Your character's Armor is important, as it effects your character's shape, fitness and weaknesses. Lightly armored characters move faster and have more flexibility than heavily armored characters. I listed Albrecht as having no Armor whatsoever, for the purpose of giving an example. But there are many different varieties and types of body armor that can effect your character's endurance or defensive strength. It is important to note that all Armor types must leave an opening or weakness for other characters. Even a character in full knightly armor who is completely covered from head to toe will still have openings in the visors of their helmets and sometimes under their armpits, which could be targeted by other characters. Lightly armored characters like Albrecht will have more openings to attack. An example of someone with moderate armor would be a character who wears a neckguard, groinguard, armguards, shinguards, sideguards and chestplate, with or without a helmet. These seven armor types will protect the vital areas, but will still leave openings in other places on a moderately armored body such as the upperarms, upperlegs, back and face.


PRIMARY WEAPON:
Your character can only have one primary weapon. Your character's primary weapon can be decided by your character's class, and vice versa. I listed Albrecht as being of the Melee class with a Lightsaber as his primary weapon, just for the purpose of giving an example. For melee-users, this is basic knowledge. Ranged-users will have a long-ranged primary weapon such as a longbow or sniper rifle, for example. Again though, you may only have one primary weapon. For magic-users, the choice of primary weapons becomes more complex. Novice and Expert magic-users require some physical primary weapon which gives them their magic abilities. For example, they might have a magic sword, a magic wand, or a magic staff which is required for them to use their magic abilities. Master magic-users do not require a physical magic weapon, but instead use their Hands as a primary weapon by performing magic using hand gestures. Grandmaster magic-users are able to use their Minds as a primary weapon by performing magic using just their thoughts. For a better understanding, look at the next section in this tutorial on secondary weapons.


SECONDARY WEAPONS:
Your character may have up to two or three different secondary weapons. It is important to note that your character's secondary weapons are not determined or effected by your character's rank or class. Melee-users may carry a long-ranged weapon if they so choose. Magic-users may carry a close-ranged Melee weapon if they so choose. However, your character's skillfulness and ability with secondary weapons is still inferior to your character's skillfulness and ability with their primary weapon. Therefore, a Master melee-user with a magic sword as their secondary weapon will be at a disadvantage against a Novice magic-user with a magic sword as their primary weapon. This understanding applies to all weapon classes. I listed Albrecht as having a Laser Pistol as a secondary weapon, for the purpose of giving an example. Although he is listed as a Master Lvl3 character, Albrecht's skillfulness and accuracy with a firearm will not be as good as a Novice Lvl1 Ranged character. Being a melee-user, Albrecht would be much better at deflecting long-range weapons with his lightsaber than he would be at trying to shoot back with his pistol. Again, this understanding applies to all weapon classes and it can vary greatly from character to character.


ITEMS/INVENTORY:
Your character can have several items in their inventory. It is important to note that the more items you have in your character's inventory, the slower and less mobile they will tend to be. This can effect your character's endurance or stamina, so be careful how many items your character has listed in their inventory. A lighter weighing inventory consists of anywhere between 0-3 items. A moderate inventory consists of anywhere between 5-7 items. A heavy inventory consists of about 10 items or more, which can really effect your character's speed in combat. I listed Albrecht as having seven items in his personal inventory, which is rather moderate for this character. However, he has no added Armor to hold him down which somewhat negates the weight of the items he carries on his person. Therefore, in this case, Albrecht is not being slowed down too much by his personal inventory.


ABILITIES:
Your character's Abilities are the magic-based Super powers that they are born with. As hinted at earlier in this tutorial, all characters can have Abilities regardless of whatever rank or class they are given. I listed Albrecht as being a Melee class Force-user, for the purpose of giving an example. This means that Albrecht does have the ability to use the Force, much like a typical Jedi Knight would have. Also, because Albrecht is at Master Lvl3, this means he can use the Force with hand gestures (For more details, see Primary Weapons above). However, because Albrecht is still listed under the Melee class, his Force abilities are not as powerful as even a Novice Lvl1 Magic-class user's ability to use Magic primary weapons. Against a magician with a wand or staff, Albrecht's force abilities will not hold much power. He will stand a much better chance against a Magic-user by shooting his secondary weapon, a laser pistol, just as an example. This understanding applies to all abilities. (For more details, see Classes above).


SKILLS/KNOWLEDGE:
Your character's Skills are what determines your character's knowledge or wisdom. Skills are learned abilities, as opposed to true Abilities which are skills that your character is born with. I listed Albrecht as having many Skills including swordsmanship, knife-fighting, unarmed combat and firearms training. Your own character can have fewer Skills than this, or more Skills depending on your personal preference. Having more or less skills will not necessarily effect your character in combat, but it is still good to list so that other players will gain a better perception of your character. Also, just because Albrecht is listed as having firearms training, this does not mean he is in the Ranged class. He can still shoot a laser pistol, but he is not a sharpshooter by any means. Ranged-users would be capable of sniping and shooting at longer range with better accuracy than a Melee-user would be with a pistol. This understanding applies to all knowledge and learned skills in advanced turn-based textual combat.

In conclusion to the Eden Era T1 Advanced tutorial, it is important to recap on some of the basics of turn-based textual combat. Xenøn once said, "Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment." I agree strongly with Xenøn's statement.


"Players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level…" ~ Vøices øf Xenøn

Xenøn's T1 Introductory Tutorial (Contents): Chpt.#1
- Introduction and Discussion about Netiquette including Honor and fair-play
- Examples of Medieval/Mundane turn-based textual combat
- 1st player posts Chara's intro to the scene and preparation/readying of weapon
- 2nd player posts Chara's intro w/ preparation/readying of weapon and first attempt
- 1st player posts Chara's defense, counter attempt or effect of damage to 2nd player's attack
- Newbies are forbidden to use Auto connects, Elitists with experience may but should not practice Autoing
- Over-acting is when is a player posts too many actions in one turn w/o enough attention to story detail
- A good post only covers 1 to 3 actions per turn
- Anticipating is a legal action that allows a player's Chara to intercept the attacker's intentions and attempts
- All actions must be stated in real-time present tense, not past tense
- Both players move in real-time and both can move their Charas at the same time
- Charas are effected by the environment and scenery around them

Obake's T1 Advanced Tutorial (Contents): Chpt.#2
- Introduction and Discussion about making a Character Sheet
- Examples of a very basic Character Sheet using T1 Advanced Rules
- Structure involving Medieval/Mundane/Fantasy/Sci-Fi/Magic turn-based textual combat
- The specifics of ranks and power levels using T1 Advanced Rules
- Introduction to the Melee-class, Magic-class and Ranged-class
- Discussion of Chara's physical attributes like Height/Weight/Fitness/Age
- Inventory including a primary weapon, secondary weapons and items
- Discussion of Chara's armor, weaknesses, skills and abilities

"Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, whereas an ill-timed knee-blow might only leave a bruise on a character's cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play." - Vøices øf Xenøn

MULTIVERSAL:
For the purposes of a Multiverse setting, it might be good to further divide the Ranged > Magic > Melee classes into sub-classes based on 3 different time periods. Medieval, Modern and Futuristic is a good place to start. You could say that each time period provides its own classes, each one working under the same basic T1A structure. Medieval rangers are the equivalent of Modern and Futuristic snipers. Medieval mages are the equivalent of Modern priests and Futuristic monks. Medieval fighters and rogues are the equivalent of Modern soldiers and assassins or Futuristic troopers and mercenaries. It all works the same way, where Ranged (long-range), Magic (medium-range) and Melee (close-range) all have different advantages and disadvantages laid out in a rocks-paper-scissors style. Medieval magic is the equivalent of Modern divination (such as religious powers involving angels and demons, for example) or Futuristic force abilities (such as telepathy and telekinesis, for example). No matter what the setting, the different advantages and disadvantages of every class remains the same for the purpose of fair-play, structure and regulation. You might ask, "How can a medieval bowman defeat a futuristic monk?" This question has a lot to do with a player's creative abilities, a character's armor abilities and a matter of honor, which is really a question of fair-play. Common sense dictates fair-play and a strict adherence to the rules in order for multiversal combat to have structure.

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