Ok. I have a question (and maybe a suggestion) about dueling.
In Yahoo, which is where I spent a good 10 years RPing (before it went to shit) there was a battle-system called T1. It was a great (but, by no means, perfect) system that did not allow "forced-hits." (Where the attacker cannot attack and connect the attack in the same post) Is there going to be some sort of universal system like this, where the fights will be more like strategic chess matches, rather than the attacker deciding whether or not the hit connects, within his own post?
I'll give an example.
A "forced-hit" post would look like this: (I'll go light on the detail, as not to make it too long)
Oneironaut, taking a moment to brush some of the sands of battle from his brow with the back of a leather-gloved fist, takes a single stutter-step, before rushing in toward Bob, in full sprint. ("Bob" being the universal inside-joke of a sparring dummy, around Yahoo) Mid-dash, twin glints of polished steel arc out from either side, Oneironaut ripping a pair of three-pronged sais from his sash. Coming in range, the sai in his right hand ascends toward's Bob's neck, stabbing into the side of his throat, just inches away from his jugular vein, spraying the warm indulgence of Bob's blood across his attacking arm as the sai sinks deep within its targeted region.
Now, in that post, I both attacked and connected. This (in yahoo, at least) is a big no-no, as it does not give the other player (should his character have the ability) a chance to dodge the oncoming attack. This is also a common mistake of people who were new to text-dueling.
In contrast, a T1 post would be more like:
Oneironaut, taking a moment to brush some of the sands of battle from his brow with the back of a leather-gloved fist, takes a single stutter-step, before rushing in toward Bob, in full sprint. Mid-dash, twin glints of polished steel arc out from either side, Oneironaut ripping a pair of three-pronged sais from his sash. Coming in range, the sai in his right hand ascends towards Bob's neck, stabbing at the side of his throat, just inches away from his jugular vein.
Notice that the only difference is that there is no connection. That attack, alone, completes my turn, and I would then wait for the other person to dodge or block (again, given that their character has the ability to do so) and counter attack. In this case, Bob's (assuming the dummy was alive) return post would go something like this:
The tweed fabric of Bob's face stretched into a wide grin, watching the man (Oneironaut) rush in to attack. His plastic, button eyes followed the motion of the weapon coming toward him, waiting for Oneironaut to be in full commitment to his attack. Just as Oneironaut comes in range, Bob's left arm whirls upward, bracing itself for impact as it collides with Oneironaut's attacking forearm, stopping the pointed sai, just inches from his neck. At the same time, Bob's right arm drives upward to counter, an uppercut aimed at Oneironaut's waiting chin. As Oneironaut's momentum had brought him in close, and the right arm was being blocked by Bob's left, it would be quite remarkable for Oneironaut to evade the oncoming blow. Digging his heel into the ground to put more power into the punch, Bob's knuckles cut through the air with a subtle whistle, spanning the short distance toward Oneironaut's chin, in a mere second.
This way, each fighter has a chance to make strategic evasions. There are few ways that a hit is going to land (ie, the defender gets put into a position where he cannot logically block or dodge an attack, or the character's speed, strength etc. come into play).
If this is something that is already in the works, cool. If it's not, already, maybe it should be considered as universal. Otherwise, I'd say that the fighters, before the fight, can agree to the terms of their own duels.
If more examples are needed, let me know.
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