Post by Fenris on Jun 22, 2010 16:18:14 GMT -7
Introduction: Freeform Combat is the method by which combat is implemented in RP. It requires rationality and logic when used. This page is meant to give one the basic standards of proper freeform combat.
(OOC Abilities:)
Discernment: Discernment is the ability to reason through things and is the most fundamental prerequisite. It involves knowing how to implement and understand knowledge, and understanding other aspects that are beyond academic such as "balance". Unfortunately some people simply do not possess this basic ability and without it most other abilities are greatly hindered.
Knowledge: Knowledge is one of the most fundamental prerequisites for combat. Practical knowledge can help, but clarity is just as important. Knowledge extends into all realms of possibilities which a person will utilize in their character. For instance one cannot play a "Master Swordsman" if they have no knowledge of swordsmanship. One can think of a character as a vehicle, whose capability is heavily influenced and sustained by the skill of the pilot or in this case the player. One cannot learn how to ride a bike, and expect to pilot a jet due to that amount of experience.
Application: Application is fundamentally tied to knowledge and observation and logic. It involves knowing when, and how to apply knowledge for optimum effect.
Observation: An advanced ability that allows one to plan one or more steps ahead with success in respect to their intentions and predicting their opponents own methods. This has two forms. "Subtle" and "Broad". Subtle observation is when you more or less know at least the type of attack an opponent is gonna do or their defense, while broad is more of a general idea. This can be conveyed into a character through IC experience.
Clarity: The ability to convey ones actions in ways that are both, detailed, and easy to understand. This ability affects ones abilities to successfully implement actions.
Guiding: Guiding is related to observation but used actively and aggressively to lure a person into a certain situation by causing them to react accordingly to stimuli, in order to gain the advantage and put them at a disadvantage.
Synch/Flow: Synch/Flow is efficiency and understanding in relation to ones character and that characters capabilities. It allows a easier accessability of that characters abilities and optimum utilization of the subject.
(IC Factors:)
On timing: Timing is perhaps one of the if not the most important things in RP combat. It is what allows attacks and defenses to both succeed and fail. It requires one to take into account the timing of their action, as well as its duration and any consequences that come from performing that action. This is easier to gauge when done in relation to an opponents counter action and how efficient and expedient it would be, taking into account how it would affect your own attack/defense, at which point it would affect you or if it does at all, utilizing these factors to discern what seems to be the most likely outcome. Also keep in mind the chronology or "time line" of actions being taken before and after the current round and apply the amount of time it would take for each action to be accomplished. One can interrupt a non-decisive IC action in reference to ones own character within reason to react to another action, however it is important not to abuse this.
On Consequences of actions: All actions have consequences, cause and effect. Each movement one makes involves this concept, and therefore some actions limit possible additional actions afterwards. This can be the difference of being able to avoid or mitigate an attack, or delivering an attack successfully or simply changing positioning, in metaphysics this also relates to possible factors going into effect as a result of previous action.
Setting/Environment: The environment and setting is fundamental. Terrain, Weather, the nature of the area being fought in, etc. All factor into combat in various ways and must be taken into account.
Character Limitations: Character limitations are a major factor, they are a distinct structure to a character, and primarily exist in order to make a character beatable. Proper character limitations usually implement logical balance, and weaknesses, however it is important to note that the balance/weaknesses of a character must be at least relatively equal to the amount of power a character can bring to bear. This also includes a characters overall physical, mental, and metaphysical capabilities.
Character Balance: Character balance is a fail-safe to prevent munching/godmodding. It involves logically limiting certain capabilities or streamlining the method by which a character can implement their own system. When abused character balance can lead to many problems such as contradictions in abilities or character nature, or no need for effort to perform high-tier offenses or defenses.
Character System: Character system is mostly utilized outside of normal melee. It is the mechanical basis by which that character works, and serves as the "skeletal system" for character limitation. A good system requires balance, and logic.
(Bad-Form:)
Black-Knighting/Munching: Munching is the act of either exaggerating or down-playing certain factors in order to gain an advantage or mitigate a disadvantage as well as ignoring other factors when convenient. This can be applied actively or passively in a wide variety of situations.
Metagaming: Metagaming is the act of utilizing OOC knowledge to ICly influence a characters actions that a character would have no way of knowing. This also extends to applying OOC feelings to a character who would not normally act a certain way. Usually implemented in "White-Knighting".
Godmodding: Perhaps the most misunderstood form of play. Godmodding is actually an extreme form of munching in most cases, wherein a character refuses to accept any limitation on their capabilities or implement logic and or balance in order to attain total supremacy or dominance over the situation.
Power-Syndrome: A common misconception that more power will solve any issue. This is false as power is only as good as how it is applied to a specific situation.
Spamming/Excessive Multitasking: A sub-category of munching, excessive multitasking involves a character doing multiple things either within a very short time frame when such actions would normally exceed the given timing of an attack, or multitasking several high-tier abilities simultaneously or in quick succession. sometimes when prepping an even more powerful action despite focusing on spamming/multi-tasking. This essentially ruins character balance and can also be considered a mild form of "god-modding."
Auto-hitting: The act of assuming your offense (or defense) will automatically be successful and stating them as an absolute. A defense can be stated an absolute but given certain factors that are brought into play a defense can still be mitigated. Essentially auto-hitting is an assumption that your actions are unstoppable. That being said keep in mind some actions are unstoppable in -CERTAIN- situations, and discretion should be used. For instance.
"Character A: Strikes Character B with his sword, chopping off his head, and then spits on his corpse." = an AutoHit.
"Character A: Stabs at character B as Character B spins into the direction of the stab."
"Character B: Dodges anyway!"
"Character A: No."
Not an auto-hit.
(General-Overview:)
Offense: An offense consists of an action meant to hinder or harm a target.
Defense: A defense is an action meant to mitigate, avoid, or disrupt an offensive action.
Preparation: Preparation is the act of preparing an action in order to more effectively apply it.
Action: An action is actively performing in order to utilize a factor.
Reaction: A reaction involves reacting to an action in order to utilize an offense of defense.
(On Melee:)
Melee is arguably the easiest method to reference, as it can be done in the real world. However that does not mean it is easy to properly utilize and requires a fundamental understanding of various physical principals to effectively utilize in RP. These may include but are not limited too Leverage, Anatomy,Physical-Science, Biology, Geometry, weapon knowledge, martial knowledge etc. However it may seem overwhelming to see all the possible factors in melee, fundamental concepts are usually enough to cope up with, and with logic and experience can grow from beyond simple understanding. The basics are most important in melee. Melee requires one to keep in mind the positioning of their body in relation to their surroundings, opponent, and their own movements, as well as any external factors in the situation.
Some fundamental things to keep in mind:
Linear movement is faster than circular, sideways, or backwards movement.
The hand and or weapon is usually quicker than the body.
A body cannot move in more than one direction at once.
Inertia, momentum,leverage, anatomy.
Timing of attack, defense, positioning, reach of weapon, etc.
Physical perimeters of two opponents and if applicable their weapons.
Positioning of body and or weapons and their relation to each other and the opponent.
Likelihood of action working in relation to the other action.
Committed movements are much harder to interrupt or recover from in most cases.
The Center-line principal which includes imagining a singular line running vertical through both fighters bodies. Controlling the center-line allows one to control the fight.
Mass times speed = kinetic force.
Gravity.
Basics:
Terrain/Environment: Terrain and environment affect a characters physical and perceptive capabilities. Whether this be the type of ground being fought on, or in the air. It is a major factor, and can lead to advantages or disadvantages. Some examples of territorial advantages consist of having the high-ground, funneling against many enemies, utilizing smaller weapons in enclosed spaces, etc.
Attributes: Attributes consist of a characters strength, speed, reflexes, size, weight, reach, etc. And affect everything they do.
Threats: Threats are not quite offensive, but more passive aggressive. They allow one to harm an enemy without committing to movements, this also allows them too quickly adjust into a defense or full on offense.
Offense: An offense consists a direct attack or action against an opponent designed to either harm them, or put them at a disadvantage. Keep in mind a more committed offense can usually cause debilitating consequences if failed or miscalculated so time your offense well in relation to your opponents own actions.
Defense: A defense consists of an action which is meant to either lessen or entirely mitigate the effectiveness of an offense. Keep in mind defenses must have factors which disrupt the factors of an offense to lessen its effectiveness. These factors are specific and are directly tied to many different factors.
Counters: Counters despite the common mistake that they come following an attack or defense, are actually an offense which interrupt attacks by pre-emptively striking. They rely on performing attacks that can attack in a faster time-frame than the opponents own attack.
Reaction: A reaction must have good reason to be able too act either before, or at the same time as an action through utilization of different factors and character capability. It should be noted that a highly trained human is capable of reacting in 1/10 of a second, however most reactions are slower than actions, but this can be mitigated through experience even in real life situations by understanding the capabilities and preferences of an opponent, or fighters in general, making it possible to at least react simultaneously with an action and sometimes even before an action depending on the situation.
Balance: Balance is ones ability to maintain their center of gravity, and relies heavily on body positioning in relation to its individual actions, as well as the surrounding environment, and in relation to ones own opponents positioning or movement against your own. Balance can be tweaked or enhanced by several positions such as crouching to lower ones center of gravity, the distribution of ones weight, etc.
Linear attacks vs Curving attacks: Linear attacks usually strike more quickly than a curving attack because their path of travel is more direct. Though they generally have a smaller radius of attack, in contrast to curving attacks are cover more space in their implementation. The two secondary factors of these attacks are relative to the situation, and can over-come each-other in certain situations and when applied correctly.
Leverage: Leverage is the ability to impose more force than one might otherwise be able too by the manipulation of weight and positioning in relation to an opponents usually by the implementation of utilizing a technique that creates a levering-effect. It can applied in a variety of ways including throwing opponents, pinning them, locking their joints, breaking limbs, etc.
Shapes: Shapes mostly apply to weapons combat, shapes control the fundamental capabilities of a weapon, making the difference between piercing, cutting, and blunt force attacks. As well as the focused power applied in attacks and defenses.
On movements: Moving is more complex than it seems. However a good amount of common sense in our every day lives can be applied. The first thing to understand is how the body of a character works, and how that relates to the forces that control their movements such as gravity, momentum, etc. One cannot move in more than one direction at once, and the positioning of ones body in relation to these movements are essential. Concepts like balance, bio-mechanics, geometry, and timing being taken into account. Every movement you make has consequences both good and bad. This mostly applies to footwork and handwork.
On feinting: Feinting is not something that can just be done. It is a tricky concept to implement in freeform but it can be done. You cannot expect a player to fall for a feint when the post is something along the lines of. "He cut down at him, feinted, then thrusted the sword at the heart." Metagaming can be called on this, however character capability can also be ICly utilized to mitigate such an argument in most cases. Despite the possibility metagaming it is just hard to call as one cannot properly judge a characters perception of a feint without either metagaming or imposing limitations. However feints can be performed but usually require at least 2 separate posts to implement properly. An example.
Example:
Post 1.: "He moved and raised his blade towards his opponents body, bringing the edge to threaten against the flesh of the abdomen in a rising motion, somewhat slower in the sliding of the blade as the arm drew back slightly." (Note the threat of injury present, yet not the outright explicit statement of an actual attack, also note the small details in the movement of the sword.
(Enemy post): "Enemy seeks to parry blade."
Post 2: "The steady course of the blade allowed easy redirection, a turning of the wrist would align the point of the sword at the stomach while moving it off the path of the defensive swing, causing the strike to miss and swat at naught but air, the arm simultaneously extending outward to thrust at the gut."
(Note how the small "hints" in post 1 acted as justifications and reasons for post 2's follow up. These justifications and reasoning's must of course make sense in the context of the current scenario.)
Keep in mind a feint relies heavily on guiding and observation and that you must correctly predict and or draw out your opponents reaction, they could very well disrupt your feint by defending or countering in ways you did not expect them too thus disrupting the feint.)
Combos: Combos are chains of attacks that are utilized to overwhelm an opponent. Combos have a fundamental weakness of being able to be disrupted thus mitigating and canceling the rest of the attack. When utilizing combos it is -ESSENTIAL- that one applies the offense correctly in relation to the situation and the other characters own actions, or it will simply be mitigated. Combos can be performed over several posts, or in a single post depending on the situation.
Melee Weapons and Physical Combat:
Light: Light weapons are usually preferred for their quickness. Usually small or slender, they are generally best at quick attacks, but are not that great defensively against direct forces. It is usually best to utilize such weapons when beyond an opponents maximum weapon distance, where their weapon will be harder to wield in comparison to yours. Light weapons can be a sub-type of any other weapon type except heavy and medium.
Medium: Medium sized weapons are well balanced and do not excel at speed or power, however this also mitigates the weaknesses specific to heavy and light type weapons in general. Trading specialization for utility and versatility, but making them inferior in terms of speed or power when compared to a light or heavy weapon respectively.
Heavy: Heavy weapons are devastatingly powerful, but generally more risky. A high risk high reward type of weapon that utilizes on overwhelming force to crash through defenses. Many heavy weapons are strong enough to break through defenses from smaller weapons, and it is therefore more desirable to evade or divert their forces rather than directly contesting. Most heavy weapons fundamental weakness is the commitment behind their most effective attacks, causing wielders to leave themselves open if failing to strike true. Heavy type weapons can be applied to any other classification of weapon aside from light and medium weapons.
Blades: Blades are perhaps the most common weapon utilized, and have an extremely varied amount of utilization and specializations. The body/shape/balance/weight of a sword or knife is fundamental in the mechanics how it is properly used. Most actual swords weighed 1.5-3.5 ibs on average, extreme rarities sometimes going up to 10 ibs, and just about every culture on the planet has developed systems for using them as well as their own style of blade. Keep in mind the length of a blade and its weight as well as its balance are integral and over-sized blades are unwieldy regardless of character strength particularly with obscenely large weapons only being able to be utilized to good effect either by larger characters or ones with special factors that bend the laws of physics. Usually longer blades lose some effectiveness in close quarters however if wielded correctly can still be utilized with deadly or devastating efficiency. The varied nature of individual blade strengths and weaknesses is vast, depending on which individual weapon type, they are generally at a disadvantage against longer weapons, and defensively can be hard to utilize against heavier more focused weapons.
Poles: Poles as a rule have a wide range of movement, and boast a superior range to most other melee arms. The amount of control of a pole is usually superior by default but they are usually restricted only to blunt force attacks, and in some cases such as spears and or axes piercing, and cutting as well as hacking. They are capable of quick movements in most cases, and if wielded correctly are extremely maneuverable. Even axes when utilized correctly can have many quick defensive movements that allow a good amount of control and can be effective. However they can also be predictable for a well versed combatant, as each movement of an individual side of the weapon effects the other side correspondingly, and they are very hard to utilize at close range potentially making them a liability.
Swinging weapons: Swinging weapons are complicated, and can be used for a variety of different jobs. Some are light and easy to wield with a flick of the wrist, others make use of heavy blunt force delivered from a long distance to gain momentum and have stronger limitations on their movements, some even relying on using that force to instead cut or stab. Regardless swinging weapons though can be effective at snaring enemies, or keeping them at a distance as well as delivering devastating and lethal attacks they do however have several fundamental weaknesses to watch out for. If well beyond their maximum range the amount of slack in the impact will be lessened, and though they can snare weapons and bodies this entanglement can also be used against them. Aside from this the movements they make are extremely temperamental and require an extensive knowledge of physical-science, and control to work correctly or one is prone to hurt them selves with an ill-considered action or an unforeseen consequence, and they are much harder to use at close range.
Shields: Shields are extremely handy, and can come in a variety of types and sizes. They can be utilized offensively to surprisingly good effect, but are primarily defensive. Shields however do have several weaknesses, such as blocking line of sight, lessening close combat effectiveness, limiting movements if caught, etc.
Hand to hand Combat: Hand to hand combat is a misleading name, as actions can be supported by certain weapons like gauntlets, brass-knuckles, etc, and also rely on other limbs and body parts. Hand to hand combat usually offers less reach but also offering more control. It has two sub-categories striking, and grappling.
Grappling: Grappling involves utilizing the bodies structure, balance, momentum, weight, and leverage to overpower, outmaneuver, and subdue or even kill opponents. It is relatively complicated to utilize by the un-informed, however can be very handy in a pinch or in gaining an advantage against the ignorant. It involves things ranging from throws, locks, chokes, holds, take-downs, and is highly reliant on knowing proper body physics.
Striking: Striking involves using body parts to make impacts against enemies. When utilized it is important to apply strikes correctly in relation to body movements, as well as aiming them at places to maximize ones intent. Strikes can leave one open to grappling, or counter attacks, and must be applied carefully with intent in order too be utilized effectively.
(Ranged Combat:)
Basics:
Ranged combat can be applied in many ways. Firearms, Bows, Throwing weapons, Explosives, and even projected energy and forces all fall under the umbrella of ranged combat.
Weapon: The weapon is essential as it decides the nature of the users ranged attacks and their attributes.
Aiming Accuracy: Aiming and accuracy is fundamental when applied. Where you are aiming your attack, the Area of effect, and the size of the projectile are all factors, and can be utilized to increase the efficiency and effectiveness of an attack. It is also worth noting the medium by which the projectile travels is also important. It is also important to apply aiming accuracy relative to another characters current positioning/actions.
Speed/force: The speed and force of a projectile is important because it justifies the effectiveness by which a ranged attack can be avoided or mitigated. It is worth noting that speed and force are also subject to the targets character limitations, but when used in conjunction with Aiming and Accuracy can mitigate defensive actions/reactions by a target.
Ammo: The ammo is fundamental on the effectiveness of an attack. It can create a larger area of effect, bypass defenses, etc. This all depends on the type of ammo being utilized however and when used with aiming and accuracy can supplement the effectiveness of a ranged attack greatly.
Environment: Environment is fairly important to Ranged combat, and sometimes even essential depending on the method by which one is utilizing ranged combat. Environmental factors can consist of ambient wind direction/speed, cover, Passive ambient factors, etc.
(Guile:)
Basics:
Guile encompasses several things but is mostly utilized in stealth combat. Guile can also be applied to other combat methods, supplementing them to greatly increase effectiveness.
Strategy/Tactics: Tactics and strategy are a supplementary skill, which can be applied to any method. Tactics are utilized to increase effectiveness of attacks or defense, and supplement them in order to maximize efficiency. Tactics can incorporate factors such as environment, character limitations, character systems, situational consequences, etc.
Stealth: Stealth is extremely hard to utilize in a freeform setting due to high awareness/perceptiveness of most higher tier combatants. However it can still be utilized with good effect by a skilled practitioner. Stealth mostly consists of utilizing surprise to affect a target, and can be supplemented by metaphysical or environmental factors. It is best to utilize stealth in subtle ways. Typically this involves accepting that you can and most likely will be noticed in some way, however this can be bypassed or mitigated by a skilled practitioner as well as supplemented with tactics.
Traps: Traps can be an essential part of a character arsenal. They can be utilized as an offense of defense if applied with foresight and good judgement. Good traps usually require three things. A catalyst. (Essentially a situation where the trap can be utilized, or sometimes "bait".),an effect (What the trap does to the character, damaging, debilitating, etc.), and a clinch. (A method which makes it hard to escape, which can rely on many different factors such as timing, positioning, the nature of the trap itself, etc.) Traps require preparation and cannot be sprung arbitrarily, usually having to be set up in parts to create individual components of the trap and thus ensure its effectiveness.
Tracking: The act of noticing or finding enemies. This can be utilized with tactics, but also can be supplemented by character limitations. It can make use of environmental factors, character experience, character limitations/abilities, social interaction, IC knowledge, etc. It is important to note that tracking is not infallible and can be mitigated through skillful utilization of stealth and tactics.
(Science/Magic/Metaphysics/Manipulation:)
Basics:
The most broad method of combat in freeform. Typically utilizing abilities that are beyond normal human capabilities.
Systems:
The character system serves as the fundamental basis of a characters capabilities in manipulation. It must be balanced, logical, and rely on a rational mechanic. Arbitrary abilities that simply "work a certain way" without adequate justification can easily be mitigated or disrupted Typically this problem arises from poor implementation of table-top or canonical systems which exist within a given setting. An example of this would be.
"My characters ability/spell automatically makes me immune to all attacks from summoned creatures because that's how the ability works."
There is no real justification behind this line of thought, and thus can easily be mitigated.
Technology: Technology can be utilized in a variety of ways, and can serve either as the fundamental basis of a system or a vessel for that systems implementation. Technology must be balanced, and rational.
Theology/Art/Fantasy: Arguably the most common sub-type of manipulation. Fantasy is tricky to utilize and can easily become arbitrary in application unless properly balanced and justified. It is typically best to utilize certain concepts and apply them to scientific thought in order to utilize correctly however they can also be utilized without reference to hard science IF the mechanic follows a balanced and logical method of use.
Science: Science is a good medium to utilize manipulative methods, but requires extensive knowledge on the method/medium through which an ability is utilized. It is best to avoid using if one does not understand the fundamental basis as well as the subtleties of science.
Power: Power consists of a characters potency and ability to bring actions into play and the potency of those actions. It is important but also must be applied correctly or it is worse than useless. An example of power being mitigated follows. It is also worth noting that balance should also be factored into power, and if utilized in excess can lead to "godmodding/munching".
Character A: "Charges his ability to gather his chi and releases all of it as kinetic force."
Character B: "Utilizes a defense which makes kinetic force useless through various logical justifications while still maintaining balance."
Character A: "Uses more power to bypass the defense."
Character B: "Still defends against it, because the method being used is useless regardless of how much power is put into the attack."
Character A: "..."
Preparation: Preparation and focused intent is important, and is fundamental when applied with power. A prepared and focused attack or defense has greater priority over one utilized quickly, or done with multi-tasking especially multi-tasking involving high-powered actions.
Cost: Cost involves the passive consequences of utilizing manipulation, so that things cannot be used infinitely. Costs can range from anything to an "energy-pool" which is expended with each manipulative use, to a character taking damage every time they utilize their method.
Factors and Consequences: Factors and consequences involve the nature of manipulation and how they relate to other factors such as environment, character limitation, and interaction between forces/energy. Certain forces/energies have mechanics, and when utilized against certain other factors can cause different effects or consequences.
(Full-Application:)
Full application is the utilization of all 4 methods of combat with efficiency, competence, balance, and rationality.
(OOC Abilities:)
Discernment: Discernment is the ability to reason through things and is the most fundamental prerequisite. It involves knowing how to implement and understand knowledge, and understanding other aspects that are beyond academic such as "balance". Unfortunately some people simply do not possess this basic ability and without it most other abilities are greatly hindered.
Knowledge: Knowledge is one of the most fundamental prerequisites for combat. Practical knowledge can help, but clarity is just as important. Knowledge extends into all realms of possibilities which a person will utilize in their character. For instance one cannot play a "Master Swordsman" if they have no knowledge of swordsmanship. One can think of a character as a vehicle, whose capability is heavily influenced and sustained by the skill of the pilot or in this case the player. One cannot learn how to ride a bike, and expect to pilot a jet due to that amount of experience.
Application: Application is fundamentally tied to knowledge and observation and logic. It involves knowing when, and how to apply knowledge for optimum effect.
Observation: An advanced ability that allows one to plan one or more steps ahead with success in respect to their intentions and predicting their opponents own methods. This has two forms. "Subtle" and "Broad". Subtle observation is when you more or less know at least the type of attack an opponent is gonna do or their defense, while broad is more of a general idea. This can be conveyed into a character through IC experience.
Clarity: The ability to convey ones actions in ways that are both, detailed, and easy to understand. This ability affects ones abilities to successfully implement actions.
Guiding: Guiding is related to observation but used actively and aggressively to lure a person into a certain situation by causing them to react accordingly to stimuli, in order to gain the advantage and put them at a disadvantage.
Synch/Flow: Synch/Flow is efficiency and understanding in relation to ones character and that characters capabilities. It allows a easier accessability of that characters abilities and optimum utilization of the subject.
(IC Factors:)
On timing: Timing is perhaps one of the if not the most important things in RP combat. It is what allows attacks and defenses to both succeed and fail. It requires one to take into account the timing of their action, as well as its duration and any consequences that come from performing that action. This is easier to gauge when done in relation to an opponents counter action and how efficient and expedient it would be, taking into account how it would affect your own attack/defense, at which point it would affect you or if it does at all, utilizing these factors to discern what seems to be the most likely outcome. Also keep in mind the chronology or "time line" of actions being taken before and after the current round and apply the amount of time it would take for each action to be accomplished. One can interrupt a non-decisive IC action in reference to ones own character within reason to react to another action, however it is important not to abuse this.
On Consequences of actions: All actions have consequences, cause and effect. Each movement one makes involves this concept, and therefore some actions limit possible additional actions afterwards. This can be the difference of being able to avoid or mitigate an attack, or delivering an attack successfully or simply changing positioning, in metaphysics this also relates to possible factors going into effect as a result of previous action.
Setting/Environment: The environment and setting is fundamental. Terrain, Weather, the nature of the area being fought in, etc. All factor into combat in various ways and must be taken into account.
Character Limitations: Character limitations are a major factor, they are a distinct structure to a character, and primarily exist in order to make a character beatable. Proper character limitations usually implement logical balance, and weaknesses, however it is important to note that the balance/weaknesses of a character must be at least relatively equal to the amount of power a character can bring to bear. This also includes a characters overall physical, mental, and metaphysical capabilities.
Character Balance: Character balance is a fail-safe to prevent munching/godmodding. It involves logically limiting certain capabilities or streamlining the method by which a character can implement their own system. When abused character balance can lead to many problems such as contradictions in abilities or character nature, or no need for effort to perform high-tier offenses or defenses.
Character System: Character system is mostly utilized outside of normal melee. It is the mechanical basis by which that character works, and serves as the "skeletal system" for character limitation. A good system requires balance, and logic.
(Bad-Form:)
Black-Knighting/Munching: Munching is the act of either exaggerating or down-playing certain factors in order to gain an advantage or mitigate a disadvantage as well as ignoring other factors when convenient. This can be applied actively or passively in a wide variety of situations.
Metagaming: Metagaming is the act of utilizing OOC knowledge to ICly influence a characters actions that a character would have no way of knowing. This also extends to applying OOC feelings to a character who would not normally act a certain way. Usually implemented in "White-Knighting".
Godmodding: Perhaps the most misunderstood form of play. Godmodding is actually an extreme form of munching in most cases, wherein a character refuses to accept any limitation on their capabilities or implement logic and or balance in order to attain total supremacy or dominance over the situation.
Power-Syndrome: A common misconception that more power will solve any issue. This is false as power is only as good as how it is applied to a specific situation.
Spamming/Excessive Multitasking: A sub-category of munching, excessive multitasking involves a character doing multiple things either within a very short time frame when such actions would normally exceed the given timing of an attack, or multitasking several high-tier abilities simultaneously or in quick succession. sometimes when prepping an even more powerful action despite focusing on spamming/multi-tasking. This essentially ruins character balance and can also be considered a mild form of "god-modding."
Auto-hitting: The act of assuming your offense (or defense) will automatically be successful and stating them as an absolute. A defense can be stated an absolute but given certain factors that are brought into play a defense can still be mitigated. Essentially auto-hitting is an assumption that your actions are unstoppable. That being said keep in mind some actions are unstoppable in -CERTAIN- situations, and discretion should be used. For instance.
"Character A: Strikes Character B with his sword, chopping off his head, and then spits on his corpse." = an AutoHit.
"Character A: Stabs at character B as Character B spins into the direction of the stab."
"Character B: Dodges anyway!"
"Character A: No."
Not an auto-hit.
(General-Overview:)
Offense: An offense consists of an action meant to hinder or harm a target.
Defense: A defense is an action meant to mitigate, avoid, or disrupt an offensive action.
Preparation: Preparation is the act of preparing an action in order to more effectively apply it.
Action: An action is actively performing in order to utilize a factor.
Reaction: A reaction involves reacting to an action in order to utilize an offense of defense.
(On Melee:)
Melee is arguably the easiest method to reference, as it can be done in the real world. However that does not mean it is easy to properly utilize and requires a fundamental understanding of various physical principals to effectively utilize in RP. These may include but are not limited too Leverage, Anatomy,Physical-Science, Biology, Geometry, weapon knowledge, martial knowledge etc. However it may seem overwhelming to see all the possible factors in melee, fundamental concepts are usually enough to cope up with, and with logic and experience can grow from beyond simple understanding. The basics are most important in melee. Melee requires one to keep in mind the positioning of their body in relation to their surroundings, opponent, and their own movements, as well as any external factors in the situation.
Some fundamental things to keep in mind:
Linear movement is faster than circular, sideways, or backwards movement.
The hand and or weapon is usually quicker than the body.
A body cannot move in more than one direction at once.
Inertia, momentum,leverage, anatomy.
Timing of attack, defense, positioning, reach of weapon, etc.
Physical perimeters of two opponents and if applicable their weapons.
Positioning of body and or weapons and their relation to each other and the opponent.
Likelihood of action working in relation to the other action.
Committed movements are much harder to interrupt or recover from in most cases.
The Center-line principal which includes imagining a singular line running vertical through both fighters bodies. Controlling the center-line allows one to control the fight.
Mass times speed = kinetic force.
Gravity.
Basics:
Terrain/Environment: Terrain and environment affect a characters physical and perceptive capabilities. Whether this be the type of ground being fought on, or in the air. It is a major factor, and can lead to advantages or disadvantages. Some examples of territorial advantages consist of having the high-ground, funneling against many enemies, utilizing smaller weapons in enclosed spaces, etc.
Attributes: Attributes consist of a characters strength, speed, reflexes, size, weight, reach, etc. And affect everything they do.
Threats: Threats are not quite offensive, but more passive aggressive. They allow one to harm an enemy without committing to movements, this also allows them too quickly adjust into a defense or full on offense.
Offense: An offense consists a direct attack or action against an opponent designed to either harm them, or put them at a disadvantage. Keep in mind a more committed offense can usually cause debilitating consequences if failed or miscalculated so time your offense well in relation to your opponents own actions.
Defense: A defense consists of an action which is meant to either lessen or entirely mitigate the effectiveness of an offense. Keep in mind defenses must have factors which disrupt the factors of an offense to lessen its effectiveness. These factors are specific and are directly tied to many different factors.
Counters: Counters despite the common mistake that they come following an attack or defense, are actually an offense which interrupt attacks by pre-emptively striking. They rely on performing attacks that can attack in a faster time-frame than the opponents own attack.
Reaction: A reaction must have good reason to be able too act either before, or at the same time as an action through utilization of different factors and character capability. It should be noted that a highly trained human is capable of reacting in 1/10 of a second, however most reactions are slower than actions, but this can be mitigated through experience even in real life situations by understanding the capabilities and preferences of an opponent, or fighters in general, making it possible to at least react simultaneously with an action and sometimes even before an action depending on the situation.
Balance: Balance is ones ability to maintain their center of gravity, and relies heavily on body positioning in relation to its individual actions, as well as the surrounding environment, and in relation to ones own opponents positioning or movement against your own. Balance can be tweaked or enhanced by several positions such as crouching to lower ones center of gravity, the distribution of ones weight, etc.
Linear attacks vs Curving attacks: Linear attacks usually strike more quickly than a curving attack because their path of travel is more direct. Though they generally have a smaller radius of attack, in contrast to curving attacks are cover more space in their implementation. The two secondary factors of these attacks are relative to the situation, and can over-come each-other in certain situations and when applied correctly.
Leverage: Leverage is the ability to impose more force than one might otherwise be able too by the manipulation of weight and positioning in relation to an opponents usually by the implementation of utilizing a technique that creates a levering-effect. It can applied in a variety of ways including throwing opponents, pinning them, locking their joints, breaking limbs, etc.
Shapes: Shapes mostly apply to weapons combat, shapes control the fundamental capabilities of a weapon, making the difference between piercing, cutting, and blunt force attacks. As well as the focused power applied in attacks and defenses.
On movements: Moving is more complex than it seems. However a good amount of common sense in our every day lives can be applied. The first thing to understand is how the body of a character works, and how that relates to the forces that control their movements such as gravity, momentum, etc. One cannot move in more than one direction at once, and the positioning of ones body in relation to these movements are essential. Concepts like balance, bio-mechanics, geometry, and timing being taken into account. Every movement you make has consequences both good and bad. This mostly applies to footwork and handwork.
On feinting: Feinting is not something that can just be done. It is a tricky concept to implement in freeform but it can be done. You cannot expect a player to fall for a feint when the post is something along the lines of. "He cut down at him, feinted, then thrusted the sword at the heart." Metagaming can be called on this, however character capability can also be ICly utilized to mitigate such an argument in most cases. Despite the possibility metagaming it is just hard to call as one cannot properly judge a characters perception of a feint without either metagaming or imposing limitations. However feints can be performed but usually require at least 2 separate posts to implement properly. An example.
Example:
Post 1.: "He moved and raised his blade towards his opponents body, bringing the edge to threaten against the flesh of the abdomen in a rising motion, somewhat slower in the sliding of the blade as the arm drew back slightly." (Note the threat of injury present, yet not the outright explicit statement of an actual attack, also note the small details in the movement of the sword.
(Enemy post): "Enemy seeks to parry blade."
Post 2: "The steady course of the blade allowed easy redirection, a turning of the wrist would align the point of the sword at the stomach while moving it off the path of the defensive swing, causing the strike to miss and swat at naught but air, the arm simultaneously extending outward to thrust at the gut."
(Note how the small "hints" in post 1 acted as justifications and reasons for post 2's follow up. These justifications and reasoning's must of course make sense in the context of the current scenario.)
Keep in mind a feint relies heavily on guiding and observation and that you must correctly predict and or draw out your opponents reaction, they could very well disrupt your feint by defending or countering in ways you did not expect them too thus disrupting the feint.)
Combos: Combos are chains of attacks that are utilized to overwhelm an opponent. Combos have a fundamental weakness of being able to be disrupted thus mitigating and canceling the rest of the attack. When utilizing combos it is -ESSENTIAL- that one applies the offense correctly in relation to the situation and the other characters own actions, or it will simply be mitigated. Combos can be performed over several posts, or in a single post depending on the situation.
Melee Weapons and Physical Combat:
Light: Light weapons are usually preferred for their quickness. Usually small or slender, they are generally best at quick attacks, but are not that great defensively against direct forces. It is usually best to utilize such weapons when beyond an opponents maximum weapon distance, where their weapon will be harder to wield in comparison to yours. Light weapons can be a sub-type of any other weapon type except heavy and medium.
Medium: Medium sized weapons are well balanced and do not excel at speed or power, however this also mitigates the weaknesses specific to heavy and light type weapons in general. Trading specialization for utility and versatility, but making them inferior in terms of speed or power when compared to a light or heavy weapon respectively.
Heavy: Heavy weapons are devastatingly powerful, but generally more risky. A high risk high reward type of weapon that utilizes on overwhelming force to crash through defenses. Many heavy weapons are strong enough to break through defenses from smaller weapons, and it is therefore more desirable to evade or divert their forces rather than directly contesting. Most heavy weapons fundamental weakness is the commitment behind their most effective attacks, causing wielders to leave themselves open if failing to strike true. Heavy type weapons can be applied to any other classification of weapon aside from light and medium weapons.
Blades: Blades are perhaps the most common weapon utilized, and have an extremely varied amount of utilization and specializations. The body/shape/balance/weight of a sword or knife is fundamental in the mechanics how it is properly used. Most actual swords weighed 1.5-3.5 ibs on average, extreme rarities sometimes going up to 10 ibs, and just about every culture on the planet has developed systems for using them as well as their own style of blade. Keep in mind the length of a blade and its weight as well as its balance are integral and over-sized blades are unwieldy regardless of character strength particularly with obscenely large weapons only being able to be utilized to good effect either by larger characters or ones with special factors that bend the laws of physics. Usually longer blades lose some effectiveness in close quarters however if wielded correctly can still be utilized with deadly or devastating efficiency. The varied nature of individual blade strengths and weaknesses is vast, depending on which individual weapon type, they are generally at a disadvantage against longer weapons, and defensively can be hard to utilize against heavier more focused weapons.
Poles: Poles as a rule have a wide range of movement, and boast a superior range to most other melee arms. The amount of control of a pole is usually superior by default but they are usually restricted only to blunt force attacks, and in some cases such as spears and or axes piercing, and cutting as well as hacking. They are capable of quick movements in most cases, and if wielded correctly are extremely maneuverable. Even axes when utilized correctly can have many quick defensive movements that allow a good amount of control and can be effective. However they can also be predictable for a well versed combatant, as each movement of an individual side of the weapon effects the other side correspondingly, and they are very hard to utilize at close range potentially making them a liability.
Swinging weapons: Swinging weapons are complicated, and can be used for a variety of different jobs. Some are light and easy to wield with a flick of the wrist, others make use of heavy blunt force delivered from a long distance to gain momentum and have stronger limitations on their movements, some even relying on using that force to instead cut or stab. Regardless swinging weapons though can be effective at snaring enemies, or keeping them at a distance as well as delivering devastating and lethal attacks they do however have several fundamental weaknesses to watch out for. If well beyond their maximum range the amount of slack in the impact will be lessened, and though they can snare weapons and bodies this entanglement can also be used against them. Aside from this the movements they make are extremely temperamental and require an extensive knowledge of physical-science, and control to work correctly or one is prone to hurt them selves with an ill-considered action or an unforeseen consequence, and they are much harder to use at close range.
Shields: Shields are extremely handy, and can come in a variety of types and sizes. They can be utilized offensively to surprisingly good effect, but are primarily defensive. Shields however do have several weaknesses, such as blocking line of sight, lessening close combat effectiveness, limiting movements if caught, etc.
Hand to hand Combat: Hand to hand combat is a misleading name, as actions can be supported by certain weapons like gauntlets, brass-knuckles, etc, and also rely on other limbs and body parts. Hand to hand combat usually offers less reach but also offering more control. It has two sub-categories striking, and grappling.
Grappling: Grappling involves utilizing the bodies structure, balance, momentum, weight, and leverage to overpower, outmaneuver, and subdue or even kill opponents. It is relatively complicated to utilize by the un-informed, however can be very handy in a pinch or in gaining an advantage against the ignorant. It involves things ranging from throws, locks, chokes, holds, take-downs, and is highly reliant on knowing proper body physics.
Striking: Striking involves using body parts to make impacts against enemies. When utilized it is important to apply strikes correctly in relation to body movements, as well as aiming them at places to maximize ones intent. Strikes can leave one open to grappling, or counter attacks, and must be applied carefully with intent in order too be utilized effectively.
(Ranged Combat:)
Basics:
Ranged combat can be applied in many ways. Firearms, Bows, Throwing weapons, Explosives, and even projected energy and forces all fall under the umbrella of ranged combat.
Weapon: The weapon is essential as it decides the nature of the users ranged attacks and their attributes.
Aiming Accuracy: Aiming and accuracy is fundamental when applied. Where you are aiming your attack, the Area of effect, and the size of the projectile are all factors, and can be utilized to increase the efficiency and effectiveness of an attack. It is also worth noting the medium by which the projectile travels is also important. It is also important to apply aiming accuracy relative to another characters current positioning/actions.
Speed/force: The speed and force of a projectile is important because it justifies the effectiveness by which a ranged attack can be avoided or mitigated. It is worth noting that speed and force are also subject to the targets character limitations, but when used in conjunction with Aiming and Accuracy can mitigate defensive actions/reactions by a target.
Ammo: The ammo is fundamental on the effectiveness of an attack. It can create a larger area of effect, bypass defenses, etc. This all depends on the type of ammo being utilized however and when used with aiming and accuracy can supplement the effectiveness of a ranged attack greatly.
Environment: Environment is fairly important to Ranged combat, and sometimes even essential depending on the method by which one is utilizing ranged combat. Environmental factors can consist of ambient wind direction/speed, cover, Passive ambient factors, etc.
(Guile:)
Basics:
Guile encompasses several things but is mostly utilized in stealth combat. Guile can also be applied to other combat methods, supplementing them to greatly increase effectiveness.
Strategy/Tactics: Tactics and strategy are a supplementary skill, which can be applied to any method. Tactics are utilized to increase effectiveness of attacks or defense, and supplement them in order to maximize efficiency. Tactics can incorporate factors such as environment, character limitations, character systems, situational consequences, etc.
Stealth: Stealth is extremely hard to utilize in a freeform setting due to high awareness/perceptiveness of most higher tier combatants. However it can still be utilized with good effect by a skilled practitioner. Stealth mostly consists of utilizing surprise to affect a target, and can be supplemented by metaphysical or environmental factors. It is best to utilize stealth in subtle ways. Typically this involves accepting that you can and most likely will be noticed in some way, however this can be bypassed or mitigated by a skilled practitioner as well as supplemented with tactics.
Traps: Traps can be an essential part of a character arsenal. They can be utilized as an offense of defense if applied with foresight and good judgement. Good traps usually require three things. A catalyst. (Essentially a situation where the trap can be utilized, or sometimes "bait".),an effect (What the trap does to the character, damaging, debilitating, etc.), and a clinch. (A method which makes it hard to escape, which can rely on many different factors such as timing, positioning, the nature of the trap itself, etc.) Traps require preparation and cannot be sprung arbitrarily, usually having to be set up in parts to create individual components of the trap and thus ensure its effectiveness.
Tracking: The act of noticing or finding enemies. This can be utilized with tactics, but also can be supplemented by character limitations. It can make use of environmental factors, character experience, character limitations/abilities, social interaction, IC knowledge, etc. It is important to note that tracking is not infallible and can be mitigated through skillful utilization of stealth and tactics.
(Science/Magic/Metaphysics/Manipulation:)
Basics:
The most broad method of combat in freeform. Typically utilizing abilities that are beyond normal human capabilities.
Systems:
The character system serves as the fundamental basis of a characters capabilities in manipulation. It must be balanced, logical, and rely on a rational mechanic. Arbitrary abilities that simply "work a certain way" without adequate justification can easily be mitigated or disrupted Typically this problem arises from poor implementation of table-top or canonical systems which exist within a given setting. An example of this would be.
"My characters ability/spell automatically makes me immune to all attacks from summoned creatures because that's how the ability works."
There is no real justification behind this line of thought, and thus can easily be mitigated.
Technology: Technology can be utilized in a variety of ways, and can serve either as the fundamental basis of a system or a vessel for that systems implementation. Technology must be balanced, and rational.
Theology/Art/Fantasy: Arguably the most common sub-type of manipulation. Fantasy is tricky to utilize and can easily become arbitrary in application unless properly balanced and justified. It is typically best to utilize certain concepts and apply them to scientific thought in order to utilize correctly however they can also be utilized without reference to hard science IF the mechanic follows a balanced and logical method of use.
Science: Science is a good medium to utilize manipulative methods, but requires extensive knowledge on the method/medium through which an ability is utilized. It is best to avoid using if one does not understand the fundamental basis as well as the subtleties of science.
Power: Power consists of a characters potency and ability to bring actions into play and the potency of those actions. It is important but also must be applied correctly or it is worse than useless. An example of power being mitigated follows. It is also worth noting that balance should also be factored into power, and if utilized in excess can lead to "godmodding/munching".
Character A: "Charges his ability to gather his chi and releases all of it as kinetic force."
Character B: "Utilizes a defense which makes kinetic force useless through various logical justifications while still maintaining balance."
Character A: "Uses more power to bypass the defense."
Character B: "Still defends against it, because the method being used is useless regardless of how much power is put into the attack."
Character A: "..."
Preparation: Preparation and focused intent is important, and is fundamental when applied with power. A prepared and focused attack or defense has greater priority over one utilized quickly, or done with multi-tasking especially multi-tasking involving high-powered actions.
Cost: Cost involves the passive consequences of utilizing manipulation, so that things cannot be used infinitely. Costs can range from anything to an "energy-pool" which is expended with each manipulative use, to a character taking damage every time they utilize their method.
Factors and Consequences: Factors and consequences involve the nature of manipulation and how they relate to other factors such as environment, character limitation, and interaction between forces/energy. Certain forces/energies have mechanics, and when utilized against certain other factors can cause different effects or consequences.
(Full-Application:)
Full application is the utilization of all 4 methods of combat with efficiency, competence, balance, and rationality.