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Posted: Fri Jul 31, 2009 3:44 pm
This is why I don't like martial arts fights of any kind. The moves are complicated, you get the details wrong, nobody understands each other and it devolves into butting heads about whether or not you can O Soto Gari here when you have different mental pictures.
And it's not fun, either.
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Posted: Fri Jul 31, 2009 3:50 pm
It's not that hard if you include pertinent details. It's not incorrect interpretation, more often it's a lack of details TO interpret in the first place.
Somehow, by some miraculous means of clairvoyance, I'm willing to bet there were details left out of how some of the attacks were/are supposed to work, then they're being filled in after the fact, which changes the situation.
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Posted: Fri Jul 31, 2009 3:54 pm
Yeah, these things have all the clarity of Schroedinger's Cat in a time machine set to "random".
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Posted: Fri Jul 31, 2009 3:57 pm
I've had some pretty complex situations play out in fights and get through it without too much trouble.
It only lacks clarity if you don't provide the information needed for a clear mental picture; that's a ******** given. It's like describing something as "big and blue." The ocean? A lake? The sky? I don't know. "A big blue body of water enclosed by land" makes it a lake; more detail, less room for wrong interpretation. It could maybe be a reservoir or something else, but it cuts down the amount of possible interpretations to those who are similar.
It's just a balancing act between too much detail, which bogs down a post, and too little, which leaves the opponent unable to really respond without hazarding a few guesses. Of course, OOC communication via PMs or MSN or whatever also helps a lot with any sort of complex situation that goes beyond the standard "I punch/fireball you in the d**k."
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Posted: Fri Jul 31, 2009 4:05 pm
Getting that balance can be tricky if you don't know what you're doing, or, in an attempt to gain an edge, deliberately start leaving out pieces of attacks in order to get an OOC advantage. I've seen NO U fights start because of stuff like that going on.
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Posted: Fri Jul 31, 2009 4:05 pm
Great. More power to you if you can do that, but for me, the problem with these fights is that you're never sure if you have enough detail. Martial arts require a lot of explanation, and if you leave out something little in one post, it will come back to bite you two posts later because the other guy thought your hand was a little bit higher. There's so much potential for error that, well, I don't see any appeal to it. You either have long-a** IC posts or OOC arguments that take up half your fight.
Again, if you can pull it off, go ahead. But to me it's a big wankfest.
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Posted: Fri Jul 31, 2009 4:27 pm
Beyond grappling, hand-to-hand requires no more detail than any other kind of fighting. All that really needs to be covered is where your fist goes, the power behind it, and the motion itself (hook, jab, straight, uppercut, ect).
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Posted: Fri Jul 31, 2009 4:27 pm
I've been penalized before for paying attention to the smallest details provided in a post and was told "micro-managing everything is bad." =(
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Posted: Fri Jul 31, 2009 4:40 pm
Detail is the key to any amount of roleplaying, to some extent or another. You can say it about martial arts, I can say it about any other means of combat, and it still holds true. No matter how you slice it, if you leave details out, it's going to ******** s**t up.
If it's a wankfest, you might as well not even bother roleplaying, because any combat situation is going to require detail. Sometimes you can get away with less, sometimes more. But it doesn't really matter whether or not it's H2H, or grappling, or powers. The power is in the information you provide, too little and it's vague, too much and it bogs s**t down.
There's really nothing about "martial arts" or H2H centric combat scenes that's inherently MORE prone to NO U fights, except maybe that many people try to simplify it too much, or have an overdeveloped sense of what their opponent knows about the situation. Which, unsurprisingly enough, trails right back to detail. And, by and large, this applies to EVERY combat centric roleplaying situation.
Swing a sword? How? Aiming where? Via what stance?
Throw a fire ball? Where? How? How big? How fast?
Going for a takedown? How? Which leg? How fast? How low? To what position?
No one situation is really worse off than the other, it's just the fact that some people cannot accurately describe certain scenes. Some people suck at H2H, some at using powers, some at weapon oriented stuff. It's moreso a user error, than something inherently problematic with the roleplaying itself.
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Posted: Fri Jul 31, 2009 4:43 pm
Ew, combat roleplaying mechanics.
I've discussed the issue far too much to feel like saying anything in addition. >_>
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Posted: Fri Jul 31, 2009 4:50 pm
I used to be anti-H2H thinking it was prone to arguments, too. Then I found myself using Deitric and having him fighting with his hands more than with his weapons, and it wasn't particularly complex or prone to BS. Any time there was a misunderstanding, it was easily solved.
Some people are bad at certain mechanics. Personally, I probably could not play a character who was really small, or something. I wouldn't be very good with the mechanics of how to apply its abilities or size properly. Most often, it's not the particular mechanics that are prone to fault, so much as the person perceiving them as such just isn't that good at it. Or they don't enjoy it. Rose colored glasses, basically.
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Posted: Fri Jul 31, 2009 5:02 pm
Power playing by far has more BS attached to it simply because theoretical physics is obviously too complex for all of us to really understand. BWI makes a good case study of this.
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Posted: Fri Jul 31, 2009 5:07 pm
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Posted: Fri Jul 31, 2009 5:11 pm
DOMINION will be a secret bye boss near the end of the tournament.
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Posted: Fri Jul 31, 2009 5:12 pm
And if you get perfect victories, you might face SHIN DOMINION.
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