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Type 1: Turn Based Combat (Eden Era)

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Type 1: Turn Based Combat (Eden Era)

Tips: 1.00 INK Postby Remæus on Wed Oct 04, 2006 2:28 pm

Type 1 [T1] combat is a type of textual combat designed with logic, precision and detail in mind. It’s a turn-based style, allowing every player involved equal time and space to post their character’s move. There are four types of ‘turn’ that a player can make in a T1 fight: Prep, Attack, Defense and Connection. The fight is split in to 'tiers' which often consist of some/all of the aforementioned turns. A tier begins when a prep or attack is posted and ends when either a successful defense or connect is posted.

Prepping
A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules. Missing a single required prep will probably result in Eden's combat judges voiding the applicable tier of the fight.

A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.

Special abilities that do not require maintained focus/concentration can be combined with another turn. For instance, whilst a mage is launching a non-magical attack with his sword, he might be muttering an incantation in preparation for using a special ability later. Specifics must still be provided.

If the character receives damage between the preparation and the attack, the most recent prep will be cancelled.

Attacking
An attacking move should be a detailed account of everything vital to the attack: the stance of the attacker, the momentum or direction of the attack, the method of the attack, and it should hint at the desired outcome.

An attacking move must be comprised of one main action, or series of synchronized actions [within the realms of logic please].

Example:
Elario_Chinglove braces his right foot against the ground in front of him, screeching like a particularly irritated banshee as he sends his staff sailing down vertically for Crispian_Nohamar's cranium, relying on the weight of the sturdy oaken staff in addition to his own strength for the momentum needed to crack Crispian_Nohamar's skull.


The above move, although containing information about smaller movements of the attacker’s body is centered on one central movement, that of the downward swing of his staff.

Defending
Like an attack, a defensive move must allow for the defender’s stance, method, and desired outcome. It’s no good simply stating that the character miraculously dodges the attack – it must be a detailed account of how this daring escape is achieved.

The defender must be consistent with the position they were in before the attack took place. For instance, if our defender [Crispian_Nohamar] was standing directly in front of Elario_Chinglove with his hands behind his back and his eyes on the ground when Elario swung his staff, that is the stance he must attempt to defend from. However, before he defends he must be seen to somehow acknowledge the attack. After all, he wouldn’t know to defend if he didn’t know of the threat to begin with.

Example:
Crispian_Nohamar instantly distracted from his train of thought by Elario_Chinglove's strangely effeminate screeching, he catches a glimpse of the attacker just in time to save his own bacon. His head and upper body reflexively tilt to the left, causing what may have been a fatal blow to the head to land painfully but not mortally upon his leather-armor clad shoulder.


In the above example, Crispian’s player acknowledges that his character was not in the best defensive stance to begin with, and as such appreciates that his character cannot completely evade the attack. Considering Crispian wasn't expecting the attack, it would be unrealistic of him to come out of it without taking a blow of some sort.

If Crispian had managed to completely evade the attack, the player of Elario would not be allowed to perform a connecting move and would instead have to RP the resultant events.

Example:
Elario_Chinglove bends his knees in a last ditch attempt at keeping his balance as his staff strikes air and continues towards the ground under its own powerful momentum, the fine polished oak smacking impotently against the flagstones.


However, as Crispian did not completely evade the attack, Elario's player gets to perform a connecting move:

Connecting
A connecting move is a move that confirms the attacker’s success. If the defender was unable to completely evade the attack, the attacker is expected to spend a turn describing the results of their attack.

A connection must describe the initial results of the connection and nothing more about it's effects upon the defending character. For example, Elario’s player could not state that the staff whacked Crispian’s shoulder and then bounced up into the side of his head, as that would be two separate attacks [albeit maybe not both intentional].


It is very important not to ‘auto’ in a connection. Although you can state where the blow landed based on the information offered in the preceding attack and defense moves, you cannot state the exact amount of damage dealt upon another character. Such details are reliant upon the information in the previous moves. For instance, a powerful downward thrust of Elario’s staff would obviously cause some bruising and internal injuries when it hits Crispian’s shoulder [although if Crispian is wearing armor of some sort the damage may be decreased], whereas a sword would have cut the flesh and caused bleeding. A connection may also contain preparation for the next attack, such as a change in stance. Usual Prep rules apply.

Example:
Elario_Chinglove tenses his shoulders to absorb the shock of his staff striking down heavily upon Crispian_Nohamar's right shoulder. He lets the staff glance off the shoulder after hitting and swings it back up over his head in readiness for another attack, a victorious smirk mocking Crispian_Nohamar's misfortune.


In the above post, Elario's attack clearly connects, but it is never stated the exact level of damage that is caused. From this point on Crispian's player is expected to RP the character according to the damage which he believes would have occurred. In this instance Crispian is wearing leather armour which may just save his shoulder from being dislocated, but there would still realistically be heavy bruising. As such, Crispian should have less use of his right arm until the wound his healed.

There is another type of move that is often used in T1, and it is a variation on the Defensive move:
Counter-Attack
Rather than simply evade an attack, the defendant may block or counter it with one similarly fluent move.

Example:
Crispian_Nohamar had been expecting an attack, and had his trusty dagger ready behind his back the entire time. Upon the thrust of Elario's foot, he bends at the knees, his left arm flying up to catch the blow on its bronze bracer whilst his right arm swings round -- dagger in hand -- to swipe horizontally at Elario's stomach.


The above move would require great skill on the part of the defendant, and therefore only a character who has an established history of combat prowess could realistically pull it off. Most counter-attacks require a similar level of combat skill, as the combatant is performing different simultaneous actions. As long as those actions can be realistically performed at the same time [i.e. one arm can't realistically be in two places at the same time], the move is valid.

It is then up to Elario to decide whether he will defend, counter-attack or simply take the hit. Considering his staff was already sailing down towards Crispian with some momentum, it will probably still cause some damage to Crispian's arm, but a move of that ferocity on Elario's part will have left his midriff defenceless [aside from any armor he might be wearing] as his arms are engaged in holding the staff. As such, Crispian's dagger would most likely strike as intended.

It's not uncommon for both parties of a fight to take some damage, and it is often considered the honourable thing to accept at least some of your opponents hits [if they're realistic].

As you can see, a tier does not necessarily only consist of three moves. Tiers may overlap or extend beyond the original three basic moves. A T1 combat session ends when there are no more attacks to be made, either because one or more sides of the fight have died, one or more sides of the fight have escaped, one or more sides of the fight have been incapacitated or both parties have reached a non-violent conclusion.
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Athanasius on Tue Oct 07, 2008 8:06 pm

Thanks for the rules. They've actually helped me out a lot here recently with disputes from people who didn't know anything about T1, but thought they were the best at it. Those people seem to be popping out of nowhere these days, I used to have the website that had Eden's Rules on it, and I used it all the time to settle disputes, but I lost it recently, so I'm glad you posted this. Do you mind if I use this list to post on other website's forums? I'll make sure I credit you in every post I make with them involved.

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Amatlamittha on Tue Jul 07, 2009 1:08 pm

and therefore only a character who has an established history of combat prowess could realistically pull it off.


Is an established history of combat prowess expected to be supported by a written history (bio, etc...), or by duels conducted here?
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Lamentations on Tue Jul 07, 2009 1:30 pm

I would think it would be done by a written story, and duels conducted here.
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Safisan on Wed Jul 08, 2009 7:58 pm

Only written history, Amatlamittha. Note RPG doesn't keep track of things such as experience points or levels as other role-play sites do. Your character's growth (if there will be any) from duel to duel is totally up to you, keep in mind however, that the more you grow the higher said character goes into a 'tier', and that limits where you could play comfortably with said character. The best thing to do is adapt to the opponent's power level or agree on it beforehand so you don't end up blowing up the Earth in a realistic fight.

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Uchiha_Itachi on Wed Jul 29, 2009 1:57 am

thanks for the rules they will come in handy when im battleing thank you
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby faldix on Sat Aug 08, 2009 11:08 pm

This is a really great topic. Thumbs up to you guys who make all these threads possible.
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Lerro on Fri Nov 06, 2009 1:08 am

I have a question. When Elario raises his staff a second time to attack Crispian, could another player (who was unseen by Elario but close enough to help defend Crispian) have stepped in and attacked Elario before he had a chance to complete his second attack? Such as pushing him, kicking or punching him from the side? And if so, how should we be able to write it? Should we write it like a prep or an attack?
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby LawOfTheLand on Fri Nov 06, 2009 2:13 am

Generally, once a T1 session has started, it is considered dishonorable to have a third party come in and support the efforts of either combatant. This is assuming that the fighters have set aside a time and place to duke it out, but it's not unheard of for those that would be put in danger by the ebb and flow of the battle to try to dish out some damage of their own, such as in the case of the classic bar-room brawl. It's rarely one against one (unless those involved agree to take it outside); you have patrons and bar staff alike trying to restrain the would-be pugilists, each one's buddies stepping in to offer a hand, and so forth.

Such an attack is called an "interrupt." As the name implies, this sort of attack breaks the flow of the post being responded to by resolving its actions before the last poster's. Say a big, hulking brute raises his sword high over his head to cleave your skull in two, but in doing so inevitably raises his arms and exposes most of his vital areas on the front of his torso, prime targets for an interrupt attack that also have a high chance of crippling the enemy. Assuming you're playing a character with quick wits and a quicker blade (such as a rapier), you would see the opening and take advantage of it, perhaps by poking him in the armpit, brachial artery (that runs along the inside of a human arm between the biceps and triceps) or the vital area of your choice, or even try to run him through.
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Sonneillon on Fri Mar 19, 2010 1:00 pm

Does everyone still fight using this fighting style? From what I observed in the threads around here, everyone is free-styling and doing their own thing when it comes to fighting. So I imagine this is just for people that have used and that continue to use the Eden Rule set, or just simply want to use it for a battle? Not the default, correct?

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Safisan on Mon Mar 22, 2010 9:31 pm

@Sonneillon: we're using T1 rules alright, but they're not quite like Eden's. Due to the forum's nature, it's not viable to spend a whole post on taking an attack, for example. Still we're generally on the same page when it comes to free style. Open ended; defending turns must be equal to or greater than the preps of the attack you're defending against; if you want to add something, just specify so when making a thread.

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Valkyr on Tue Mar 30, 2010 6:56 am

Safisan wrote:defending turns must be equal to or greater than the preps of the attack you're defending against;


Since when?

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Safisan on Tue Mar 30, 2010 2:21 pm

Well, we don't really have a place for our own rules, but several sites, as this one cite so, and from my experience, it's generally accepted like this. Seventh rule on the second set, by the way.

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Xiphoniii on Tue May 31, 2011 1:37 pm

Does anybody still use Circ's guidelines? I remember they were the norm last time I was active on this site...

http://circ.lagedorre.net/t1-rules-v2.shtml
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Exodyus on Tue Jun 05, 2012 6:02 pm

This sounds a bit out-dated, personally.

I've been around for years and in all my time, I've never been in or heard of a fighting style that allows the attacker to connect his own attacks, but not specify damages done. That's ridiculous.

Respectively, you could just say that something massive fell on someone, etc. That you swiped for their neck with more than enough space between them but not excessively. That the swing was powerful enough to rend-limbs, and aimed for a leg, an arm, a neck that was prone or prostrate.

Also -- Interrupts cause a lot of OOC conflicts, because you get into the speeds of characters. One being faster than another. Reaction times. Synapse. Etc... They started around 2004-05 and have been nothing but a headache since...
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Phoenix6000 on Tue Jun 05, 2012 8:32 pm

Exodyus wrote:This sounds a bit out-dated, personally.

I've been around for years and in all my time, I've never been in or heard of a fighting style that allows the attacker to connect his own attacks, but not specify damages done. That's ridiculous.

Respectively, you could just say that something massive fell on someone, etc. That you swiped for their neck with more than enough space between them but not excessively. That the swing was powerful enough to rend-limbs, and aimed for a leg, an arm, a neck that was prone or prostrate.

Also -- Interrupts cause a lot of OOC conflicts, because you get into the speeds of characters. One being faster than another. Reaction times. Synapse. Etc... They started around 2004-05 and have been nothing but a headache since...



The only ones you need to look out for are the trashy illiterates who believe there's no such thing as reaction time, and who think their moves auto connect because of real-life human specifics.
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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby ChrisKaos on Sun Jun 10, 2012 8:15 pm

Exodyus wrote:This sounds a bit out-dated, personally.

I've been around for years and in all my time, I've never been in or heard of a fighting style that allows the attacker to connect his own attacks, but not specify damages done. That's ridiculous.

Respectively, you could just say that something massive fell on someone, etc. That you swiped for their neck with more than enough space between them but not excessively. That the swing was powerful enough to rend-limbs, and aimed for a leg, an arm, a neck that was prone or prostrate.

Also -- Interrupts cause a lot of OOC conflicts, because you get into the speeds of characters. One being faster than another. Reaction times. Synapse. Etc... They started around 2004-05 and have been nothing but a headache since...


There was a style in chat that did this, although it really wasn't big or anything because of the fact that it's basically an auto game. If I recall correctly, it was T3, which was supposed to be a combo of T1 and T2. It was basically T1 Para with the added speed fighting of T2.

Anyways.

Assuming this site is still using the old Eden rules(which would fall under Ayenee rules, rite rite?), the fighting style of this forum has the range of styles(PM, UM, MP, PC, etc), but is the whole "you have to write as much as the attacker to defend it" really a rule? That's kinda bs, imo because of how some players don't write as much as others, but they can still be just as effectively in the turns of combat.

Just a bit curious what's up nowadays since this topic is only....6 years old.

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby Aethiux on Fri Mar 21, 2014 4:20 pm

I am needing some training against my character. Is anyone interested?

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby LawOfTheLand on Fri Mar 21, 2014 5:12 pm

ChrisKaos wrote:
Exodyus wrote:This sounds a bit out-dated, personally.

I've been around for years and in all my time, I've never been in or heard of a fighting style that allows the attacker to connect his own attacks, but not specify damages done. That's ridiculous.

Respectively, you could just say that something massive fell on someone, etc. That you swiped for their neck with more than enough space between them but not excessively. That the swing was powerful enough to rend-limbs, and aimed for a leg, an arm, a neck that was prone or prostrate.

Also -- Interrupts cause a lot of OOC conflicts, because you get into the speeds of characters. One being faster than another. Reaction times. Synapse. Etc... They started around 2004-05 and have been nothing but a headache since...


There was a style in chat that did this, although it really wasn't big or anything because of the fact that it's basically an auto game. If I recall correctly, it was T3, which was supposed to be a combo of T1 and T2. It was basically T1 Para with the added speed fighting of T2.

Anyways.

Assuming this site is still using the old Eden rules(which would fall under Ayenee rules, rite rite?), the fighting style of this forum has the range of styles(PM, UM, MP, PC, etc), but is the whole "you have to write as much as the attacker to defend it" really a rule? That's kinda bs, imo because of how some players don't write as much as others, but they can still be just as effectively in the turns of combat.

Just a bit curious what's up nowadays since this topic is only....6 years old.


I think the rule of thumb nowadays is that fighters agree to their own terms of engagement.

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Re: Type 1: Turn Based Combat (Eden Era)

Tips: 0.00 INK Postby BetaAges on Thu Jun 05, 2014 7:45 pm

I'm so glad there's an organized area especially for T1 on this site. And the rule set is much similar to the ones I'm used to. Thank goodness.

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