Post by The Librarian on Jul 9, 2016 14:09:07 GMT -7
Taken from RPG Chat, if you are the author and you want it removed let me know and I will do so.
[Lesson Three: Other Weaponry]
[Written by: Damselian]
When using weapons in combat, it's important to remember your boundaries and stick to your abilities. If your character was unable to swing a full-sized halberd from the start, please don't just come out with a halberd ready for action, as though you've been training with it all your life. A good way to tell if you are being unfair with your weapons usage is by taking it out of context. Lift a twenty pound weight, and then compare the weight of that to your character's weapon. If he/she is using a large weapon, do you think they would be able to swing it very fast?
When attacking with a weapon, stick to attacks you do know that your character could execute safely. If you're not sure that a 100lbs woman could swing a two-handed claymore without tipping over, don't have her swing it. Don't choose weapons merely because they look cool, or are extremely powerful. While this can be fun, it can also limit the possibilities when attacking with it. Do you think you could use a 90lbs halberd effectively in the heat of a fast-paced battle? When using large weapons, have your character attack considerably slower than with a small weapon to add to the realism of the scene. When using a small weapon, use its speed to your advantage. While using a small weapon, however, don't take chunks out of everyone as though it was a heavy machine-gun.
When avoiding an attack from a weapon, be realistic. Don't avoid an attack that you know your character couldn't truly avoid just because you think it will hurt you too badly. If the character is fast, and you're not, usually they will hit you. But, in contrast, the faster characters are usually much weaker, and while they are making pinholes, you may be able to hit them with a cripplingly hard blow. Many times, attacks are hard to avoid, and to juggle attacking and defending would be impossible. A big problem often occurs when someone attacks and dodges, or does one after another in a very short span of time. Often it takes a moment to regain balance, which makes immediate counter-attacks difficult.
Remember that if they throw you off balance, which will happen a lot, you have to first regain your balance before you attack, or else you will put yourself in a very bad position. If you fall over, remember that you can't get up immediately either. It usually takes a moment to regain composure then rise to your feet when getting up. Also, if someone strikes you in the head, your probably quite dizzy, and won't be able to see straight, or avoid attacks very well. Also, I would advise against using methods of instant defense/dodging, such as teleportation. It can get very cheap if both parties are teleporting back and forth, etc. Remember to be fair when dodging, and never avoid an attack that your character wouldn't be able to with their normal abilities.
When using weaponry that doesn't exist in the real world, remember to make it realistically powerful. Don't have a laser that can melt through steel in a normal pointer. If your using a light-saber or similar energy weapon, remember that you may run out of energy, and need to recharge the battery. Also, remember that with light-saberlike weapons, if you hit yourself, you badly damage yourself, so it is sometimes not worth the risk to use such a weapon. Also, remember that not everyone is an expert with every weapon. Thus, if your character doesn't know how to use a gun, don't have them steal the opponent's gun and suddenly learn how to use it. An idea for deciding to use, or not use, a weapon would be to ask yourself how you would feel if someone used it on you. What would you say if someone pulled a rocket launcher and started firing?
Weapons are often an advantage, but not one to be taken lightly. Remember to stay true to your characters abilities, and never stray away from them just to give yourself the advantage in a fight. If your character is fast, but not strong, it's probably not a good idea to use a heavy weapon, and vice versa. Thank you for reading this tutorial on weapons, and good luck in the tournament!
Example:
An example of a good fight between two warriors using long-swords would be as follows:
One swings his blade toward Two's shoulder, the length of his arms adding to his reach with the weapon.
Two brought the long-sword held in both hands up to his shoulder area, parrying the blade while putting himself slightly off balance.
One grimaced, bringing his blade back, using his greater speed to pull the sword back first then swing it horizontally across Two's abdomen, cutting deep into his stomach-area.
Two stumbled back, his inferior speed but greater strength proving detrimental as blood ran down his stomach, soaking his shirt. He clenched his teeth and straightened the sword he held above his shoulder, coming down with it to collide with his opponent's collar-bone hard, possibly breaking it.
One growled, falling to his feet as the blade shattered his collar bone, sinking into his soft flesh. He sighed as the realization came to him, his arm limp at his side, that he couldn't use his left arm, its shoulder bloody and battered. He was unable to raise his blade in defense; its hilt cradled in his left hand, as Two brought his blade back, then sent it sweeping toward One's head.
One was unable to defend himself, since his shoulder was so badly damaged. As the blade collided with his neck, One's long-sword fell to the floor with a foreboding clang, the sound stale on the air within an instant, the period at the end of the sentence. His body tipped over, dead, as blood poured out of his neck, One's hoarse breathing the only noise in the arena as the fight came to a halt. . .
[Lesson Three: Other Weaponry]
[Written by: Damselian]
When using weapons in combat, it's important to remember your boundaries and stick to your abilities. If your character was unable to swing a full-sized halberd from the start, please don't just come out with a halberd ready for action, as though you've been training with it all your life. A good way to tell if you are being unfair with your weapons usage is by taking it out of context. Lift a twenty pound weight, and then compare the weight of that to your character's weapon. If he/she is using a large weapon, do you think they would be able to swing it very fast?
When attacking with a weapon, stick to attacks you do know that your character could execute safely. If you're not sure that a 100lbs woman could swing a two-handed claymore without tipping over, don't have her swing it. Don't choose weapons merely because they look cool, or are extremely powerful. While this can be fun, it can also limit the possibilities when attacking with it. Do you think you could use a 90lbs halberd effectively in the heat of a fast-paced battle? When using large weapons, have your character attack considerably slower than with a small weapon to add to the realism of the scene. When using a small weapon, use its speed to your advantage. While using a small weapon, however, don't take chunks out of everyone as though it was a heavy machine-gun.
When avoiding an attack from a weapon, be realistic. Don't avoid an attack that you know your character couldn't truly avoid just because you think it will hurt you too badly. If the character is fast, and you're not, usually they will hit you. But, in contrast, the faster characters are usually much weaker, and while they are making pinholes, you may be able to hit them with a cripplingly hard blow. Many times, attacks are hard to avoid, and to juggle attacking and defending would be impossible. A big problem often occurs when someone attacks and dodges, or does one after another in a very short span of time. Often it takes a moment to regain balance, which makes immediate counter-attacks difficult.
Remember that if they throw you off balance, which will happen a lot, you have to first regain your balance before you attack, or else you will put yourself in a very bad position. If you fall over, remember that you can't get up immediately either. It usually takes a moment to regain composure then rise to your feet when getting up. Also, if someone strikes you in the head, your probably quite dizzy, and won't be able to see straight, or avoid attacks very well. Also, I would advise against using methods of instant defense/dodging, such as teleportation. It can get very cheap if both parties are teleporting back and forth, etc. Remember to be fair when dodging, and never avoid an attack that your character wouldn't be able to with their normal abilities.
When using weaponry that doesn't exist in the real world, remember to make it realistically powerful. Don't have a laser that can melt through steel in a normal pointer. If your using a light-saber or similar energy weapon, remember that you may run out of energy, and need to recharge the battery. Also, remember that with light-saberlike weapons, if you hit yourself, you badly damage yourself, so it is sometimes not worth the risk to use such a weapon. Also, remember that not everyone is an expert with every weapon. Thus, if your character doesn't know how to use a gun, don't have them steal the opponent's gun and suddenly learn how to use it. An idea for deciding to use, or not use, a weapon would be to ask yourself how you would feel if someone used it on you. What would you say if someone pulled a rocket launcher and started firing?
Weapons are often an advantage, but not one to be taken lightly. Remember to stay true to your characters abilities, and never stray away from them just to give yourself the advantage in a fight. If your character is fast, but not strong, it's probably not a good idea to use a heavy weapon, and vice versa. Thank you for reading this tutorial on weapons, and good luck in the tournament!
Example:
An example of a good fight between two warriors using long-swords would be as follows:
One swings his blade toward Two's shoulder, the length of his arms adding to his reach with the weapon.
Two brought the long-sword held in both hands up to his shoulder area, parrying the blade while putting himself slightly off balance.
One grimaced, bringing his blade back, using his greater speed to pull the sword back first then swing it horizontally across Two's abdomen, cutting deep into his stomach-area.
Two stumbled back, his inferior speed but greater strength proving detrimental as blood ran down his stomach, soaking his shirt. He clenched his teeth and straightened the sword he held above his shoulder, coming down with it to collide with his opponent's collar-bone hard, possibly breaking it.
One growled, falling to his feet as the blade shattered his collar bone, sinking into his soft flesh. He sighed as the realization came to him, his arm limp at his side, that he couldn't use his left arm, its shoulder bloody and battered. He was unable to raise his blade in defense; its hilt cradled in his left hand, as Two brought his blade back, then sent it sweeping toward One's head.
One was unable to defend himself, since his shoulder was so badly damaged. As the blade collided with his neck, One's long-sword fell to the floor with a foreboding clang, the sound stale on the air within an instant, the period at the end of the sentence. His body tipped over, dead, as blood poured out of his neck, One's hoarse breathing the only noise in the arena as the fight came to a halt. . .