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Posted: Sat Jul 11, 2009 11:34 am
Hikari Presents...."What is T1 Combat?" Table of Contents
Post 1: Introduction, Tables of Contents, What is T1? Post 2: The Different Environments of T1 Combat Post 3: Types of God-modding Post 4: The Bare Basics of T1 Combat - How to Attack in T1 Post 5: The Bare Basics of T1 Combat - How to Defend in T1 Post 6: Powered T1 Combat Post 7: How to Optimize Your T1 Post 8: Additional T1 Nuances Post 9: References
What is T1 and Why is It Used? T1 stands for turn-based roleplay combat, a format that allows a character to defend themselves against an aggressive character's attacks. The attacker must state their attacks in 'attempt' format, setting circumstances to make their attack hard to dodge and/or difficult to block.
The format was originally conceived to allow freeform roleplay and combat to co-mingle, allowing another player to defend their character from someone trying to harm theirs. Hence, T1 Combat is a battle of attempts as each describe their attacks and their dodges and blocks to those attacks.
The objective of T1, in the days it was created, was to get the roleplayer to admit his character lost, not through typing speed or knowledge of quantum physics, but because of the other's roleplaying skills and fair usage of character abilities.
The Basic Elements of T1 As stated earlier, the core of T1 is that an attack does not auto-hit the opponent; instead, the roleplayer makes his attack in the form of an attempt and describes it in such a way where the opponent would be hard-pressed to dodge or block it.
An opponent, on the defense, needs to block or dodge an attack in a descriptive logical way as well. They can't simply say "they dodged."
Generally, every post made in Basic T1 contains a defense (for blocking or dodging the opponent's attack) and an attack attempt.
However, before you actually go into battle, you should know what there are specific formats of T1 battle.
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Posted: Sat Jul 11, 2009 12:23 pm
Before Combat: The Different Environments of T1 Combat Introduction to this Post T1 Environments focus on the 'realism' of combat and what powers are allowed or not. The types of T1 Combat ranges from Realistic Melee (No Powers) to DBZ-like abilities (PC). When making a combat character, you should keep the T1 environment in mind.
Within Gaia Towns and Forums, there are a whole plethora of characters used, ranging from ordinary soldiers to angels and demons. However, people will generally agree that obliterating an entire planet or manifesting a power inside a person's body is a god-mod (an unfair move.) Therefore, the general Gaian environment is T1 Moderate Powers, though you may find people who will force you to play using the Realistic Melee or Mild Powers environments. You can make a character that is RM or has MC powers in a PC Environment, but a character with PC powers cannot be used in an MC or RM environment without their powers being toned down or eliminated. T1 Realistic Melee (RM) T1 Realistic Melee is signified by the fact that there are no special powers. No reading your opponents mind or 'sensing' attacks. Just ordinary weapons and ordinary characters trying to kill each other. Here are a few tips when using T1 Realistic Melee:
- The average human can lift approximately 150 pounds. - The average human's reaction time is around a third of a second to visual stimuli. - The average human speed ranges from 20 - 25 miles per hour (32-40 km per hour.) That means if you're rushing an opponent, you should only be able to cover 30.65 feet in a single second...and that's after you've accelerated. - Maximum human speed (sprinters) has been shown to be 29.8 miles per hour. - Momentum is significantly more important in Realistic Melee. - No indestructible weapons. Example: Swords tend to dent or break when hit by modern high-velocity bullets on the side; sword edges tend to deal with bullets better, though you're left with two bullet-like projectiles that wedge in two directions. However, blocking a bullet with the sword edge is subjected to the human reaction time.
T1 Unrealistic Melee (UC) This is a small step up from T1 Realistic Melee except it utilizes enhanced humans and their subtypes such as vampires and lycanthropes. Powers are still not allowed, though senses, speed (includes reflex), and strength can be heightened within reasonable levels. T1 Mild Powers (MP) This environment now has mild powers such as elemental manipulation (pyrokinesis, aerokinesis, etc.) as well as different creature races such as demons. Magic is also present in the MP format. However, these powers should not be able to render a planet to smithereens (especially when unprepped, a term dealt with the next post.) Here are the properties:
- Elemental kinesis is allowed. (Gaia Roleplayers dislike more than two innate elemental manipulations.) - No manifesting a power within an opponent (like summoning a black hole in someone's stomach.) - Powers cannot destroy a planet. - Time-based techniques can only provide mild physical enhancement. (Such as Haste to boost ones speed or a Time Dilation spell to improve reflex. No time travel.) - No attacking the soul/spirit. - Metaphysics is highly restricted. - Active healing and regeneration take a full turn (Questionable in some locations like Gaia even in Moderate.) - No attacks may approach near the speed-of-light. (including light attacks) - Unprepped powers are only limited to the range of a city block. (Questionable in Gaia, even in Moderate)) - Entire fight must take place in the current plane. (No teleportation or interplanar/interdimensional summoning.) - Limited to two preps a post. ((If you are using two, you must sacrifice your attack attempt.)) - Victory is death, incapacitation, or submission. T1 Moderate Powers This environment is the more realistic T1 PC, a step higher from Mild Powers. Elemental manipulation is enhanced. Gaia works mostly in the T1 Moderate Environment. All rules of Mild Powers apply to Moderate Powers except that:
- Fights can utilize teleportation and other plane-related skills. Therefore, interplanar/interdimensional summoning is allowed. - Preps can be unlimited in number. ((Though this has to be fit in your time constraint.)) - Ethereal attacks that target spirit and soul can be used. - Attacks can approach light speed and beyond (which branches into metaphysics.) - Metaphysics is allowed only if it is of a reasonable application. T1 Power Character (PC) There is a very thin line between T1 PC and Godmodding. In fact, many T1 PC powers could be considering godmodding in a lower environment. Within T1 PC, you will find heavy application of metaphysics and other elements as people try to find that perfect combination to make their character truly invincible.
- Powers can be manifested within an opponent - Metaphysics is highly evident in this environment. (Resonance/String Theory, Boson Knockout, etc.)
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Posted: Sat Jul 11, 2009 12:24 pm
God-Modding and Metagaming The Golden Rule If your post makes another roleplayer's character do something without the permission of that roleplayer, you are godmodding. What is Godmodding? Godmodding can be separated into two distinct types:
- Forcing a character that is not yours to do something (whether it be making them talk or receive a hit in a fight) without the permission of the owner. This includes initiating an attack WITHIN the opponent when outside of T1 PC.
- Make one's own character so strong that it falls beyond the rules of the T1 environment. The four main traits normally considered godmodding are invincibility, infinite stamina, infinite energy, and infinite speed (aka insta-dodge).
Near-invincibility, such as invincibility with a small near-parochial weakness, is still considered godmodding by most roleplayers. These types of character are considered to only be valid in storyline roleplays only as the "big boss."
What is Metagaming? Meta-gaming is when a roleplayer uses Out-Of-Character (OOC) information in-character. If someone tells you the weakness of their character OOC and your character magically has an epiphany on attacking that character with the weakness, you are meta-gaming.
Meta-gaming always becomes a larger and larger problem in T1 combat as people get better at stopping their own godmodding.
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Posted: Sat Jul 11, 2009 12:25 pm
The Bare Basics of T1 Combat - How to Attack in T1 Section Contents
Section 1: Introduction Section 2: Attempting versus Auto-Hitting Section 3: Describing an Attack IntroductionIn T1 Combat, attacks must be written in the form of an attempt. There are no attacks that hit "automatically" in T1, no exceptions. The defender should always have a chance to block, dodge, or accept the attack damage.
Of course, there are very few people who would actually let their characters get injured normally; therefore, an attacker must use description in order to make defending against it difficult.
However, just as there are no 'automatically hitting attacks', no attack is undodgeable or unblockable, and describing a move like that is godmodding and poor roleplaying.
Keep in mind a post in T1 combat has both a defense phase and an attack attempt. However, this guide will be teaching attack first, defense second, and then combining the two last. Auto-hitting versus Attempt Though many people claim on knowing how to make an 'attack attempt', very few people, on the bat, can actually write one out. This section is to show the difference between auto-hitting and attempting. Remember that the core of T1 is to make all your attacks in the form of 'attempts.'
The first quote shows an auto-hit while the second quote shows an attempt.
----- Attempts versus Auto-hits Bob Bob struck his right fist straight into Rob's nose, hearing it crack.
This is bad. Rob didn't even receive a chance to block or dodge since Bob stated the blow connected, an auto-hit. An auto-hit, as stated before, is a godmod because it violates the golden rule by roleplaying the other character (making him receive a hit.)
Generally, a post is an auto-hit if it states the injury happened.
Bob Bob jabbed his right fist towards Rob's nose.
This is much better. Note that Bob never stated he connected. The post simply states that Bob's hand moved towards Rob's nose. In T1, you will usually use terms that indicate direction towards a part of a person's body such as 'towards', 'to', 'approaches', etc.----- Describing The Attack Many people wonder, when first starting out in T1, why they should be so descriptive in their attacks. The answer?
It saves time and energy. If you're not descriptive in your attack, you will confuse your opponent. If your opponent is confused and writes up a post defending an attack that you never described, you're going to try and explain it to them. The opponent argues back that you never wrote that. And he will always be right in the end.
The lesson? Make your attack descriptive the first time and save yourself that headache.
There are three things in Basic T1 that you need to describe: what part of the body you are attacking with, how you are attacking with that part of the body, and what you are aiming for on the opposing character's body.------ Using Description Bad Attack Attempt Bob: Bob jabbed with his fist. Bob didn't specify where he was targeting for one. He could be aiming for your character's head, his chest, his foot, or even the ground if you, the defender, were being cynical. On top of that, Bob never specified whether he attacked with his left or right hand, an important factor when trying to knock a blow off-center with a block.----- Good Attack Attempt Bob: Bob stepped forward with his right leg, his body rotating counterclockwise as he jabbed his right fist towards Rob's face.
Even a simple attack like a jab could be improved using better description. Now you know where the attack is going, how Bob moved to make his attack, and how the attack is stronger because he rotated with the blow.
Conclusion
If you don't like the T1 style because it's 'all attempts', think of it this way..
Would you like it if someone decapitated your character in an auto-hit or sealed your soul into a roll of toilet paper to wipe their a** with? ...Didn't think so.
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Posted: Sat Jul 11, 2009 12:36 pm
The Bare Basics of T1 - How to Defend in T1 Combat
Section Contents
Section 1: Introduction Section 2: Blocking Section 3: Dodging Section 4: Combining Attack and Defense Introduction In T1 Combat, you defend in either one of two ways. You either dodge, or you block.
In the examples shown, I am going to use the attack below as the attack being defended against:
Bob stepped forward with his right leg, his body rotating counterclockwise as he spun on his right heel, his left heel moved straight towards Rob's left cheek. ((A spin kick.)) Dodging A dodge is using movement in order to make an attack miss. When dodging, you cannot simply say 'I dodged an attack.' You need to describe how you dodged it, and the dodge must make sense in context of the attack.
Dodging Examples Yeah, I warned people of doing that. For one, if T1 allowed the simple "I dodge" statement, everyone is going to just say that, therefore no one will ever get hit. The core of T1 is to describe all your actions in a believable way. The next example will show a good dodge.Good Dodge Rob ducked, his knees bending downwards, and watched Bob's kick sail by his head. This dodge is much better simply because it stated how Rob dodged the attack by bending his knees to duck under the kick. Blocking In melee T1 combat, there are hard blocks and soft blocks. A hard block is moving a weapon or a body part in the path of an attack in order to absorb the entire force into your defense. Generally, in hand-to-hand, the attack always does some level of damage to a defender using a hard block, but it is usually much less than if the attack hit where the attacker wanted it to hit. In weapons combat, a hard block will deal no damage to the defender.
Soft blocks are generally parries, blocks that move the path of an attack off-center. A soft block is usually a preclude to a counter attack because a parry tends to knock an attack off-center whether it be a sword or a limb.
On top of that, blocks are the only moves allowed to 'connect' into an opponent as long as it does no damage. If you are trying to deal damage, it counts as an attack attempt.
Blocking Examples Again....always be descriptive. My reason from the 'bad dodge' examples is present here. Good Block Rob brought his left forearm up, bracing it with his right arm, in an effort to block Bob's kick. The man felt a bruise starting to form on his left arm, though the kick failed to hit its mark. Descriptive. The block makes sense in context of the attack (like he was not trying to block the attack with his belly). Combining Attack and Defense
Generally after the introduction post in T1 combat, a post generally contains a defense phase and an attack phase. Now I will show a combat example involving both these elements.
Practice Example Bob stepped forward with his right leg, his right fist jutting towards Rob's face. His left hand was at the side of his waist while his back leg was prepared to step back to hop back if needed. ------------- Rob brought his left forearm, moving right to left, in the path of Rob's fist and knocked Bob's hand off-center. Bob's fist whizzed past his neck as he stepped forward with his right leg, his right fist moving straight towards Bob's gut. ((Soft block.)) ------------- Bob, feeling his punch go off-center, lifted his left leg in the path of Rob's fist, protecting his gut...though he felt the start of a bruise on his leg. Using the momentum of his forward motion, Bob dove straight towards Rob, trying to slam his own forehead into that of Rob's. ((Hard block)) As you can see, T1 Combat posts usually have their defense part first and then their attack post second. Godmodding and How It Applies to T1 Godmodding in T1 combat involves your character doing the following thing:
- Somehow sensing attack without any sort of enhanced sensory ability - Being impervious to damage entirely - Dodging every move - Performing moves that your character couldn't normally do (like suddenly gaining a new power to fight with.) - Making a character do something that you thought up of...but doesn't have the capacity or experience to do it. - Making your character take a significant amount of time to perform an attack like an hour or so (note that each post should only take the span between 0-2 seconds.)
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Posted: Sat Jul 11, 2009 12:38 pm
The Basics of Powered T1 CombatSection Contents Introduction Universally-Accepted Powers Questionable Powers in T1 Moderate T1 Combat with Powers Notes Innate vs Non-Innate Powers
Introduction
The rules for T1 are highly vague when it comes to the usage of different powers. Since T1 is meant to be freeform, this is usually taken to mean "Hi. Let's make an overpowered ability." This usually means that people are summoning black holes out of nowhere or giving one's character 'invincibility' as a power.
In fact, some roleplayers will state that they aren't godmodding because they gave that power or their character a weakness (though the exploitation of that weakness is either near impossible due to it being so narrow in scope or is unknown). Right now, I will list the powers that most people consider as 'fair' and 'questionable' before discussing full-fledged power combat.
Almost Universally-Accepted Powers in T1 Moderate
-Magic. This element of roleplay has been almost universally accepted in any T1 involving powers. However, there are limitations that one can or cannot do in T1 Moderate like summoning black holes out of nowhere (note that even with teleportation, that these spells also tend to kill the caster.)
-Elemental Kinesis. The manipulation of light, water (and ice), earth (and metal), fire, darkness, wood, air, and electricity are all considered fair game when it comes to manipulation. However, keep in mind that in T1 Moderate, you cannot manifest your power within your opponent...meaning that you cannot state that since blood is made up of water, you can make it flow out of your opponent. You might be able to manipulate your own blood, but you cannot manipulate the blood of your opponent when it's in or on your opponent. ((Though blood on the ground or in the air is fair game.)
-Psionics. - The powers of the mind are also universally accepted throughout T1 combat such as the powers of telekinesis or creating barriers of pure psionic power. Like magic, psionics is nearly limitless in its potential, meaning that it can be abused.
-Poison and Potions - Though these things aren't exactly a power per say, enough people use these items to give it a special place in this post. Poisons are usually used with weapons to cause additional harm to the opponent such as paralysis or death. Potions are used either to heal or give an additional buff to the user.
Questionable Powers
Teleportation/High Speed Movement
The usage of teleportation or super high speed movement has always been questionable in T1 Moderate. And it should since just saying your character teleported away from an attack is just like saying "I dodged." In T1 Moderate, many forums either require someone to 'prepare' a teleportation in a previous post or only limit the usage of teleportation once or twice in a battle. ((Preparation posts will be delved into much deeper in the post after this one.))
The same thing goes for high speed movement like many people who like using Bleach's "Sonido" or "Shunpo." These movements are essentially like teleportation and are limited just like teleportation in order to preserve the integrity of T1 combat. ((Though these moves are actually based on speed...but people treat them as teleportation.))
Finally, one last note, teleportation is usually defined in T1 Combat as moving through another plane in order to get to a new destination. Just something to keep in mind.
Summoning Black Hole
Many novice roleplayers who get into T1 instantly think of the first thing to make their character uber-invincible, creating something that no one can get out of. Such a summoning is already questionable because it'll take a ridiculous amount of energy to create...and not to mention it'll likely kill your character in a process.
Though this kind of thing can be done with enough preparation posts, it is considered godmodding to just summon one out of the blue. T1 Combat and Powers Essentially, T1 powered combat is the same as the melee combat except that you may be using a fireball instead of a fist to cause damage. The rules of T1 combat are still the same; you cannot auto-hit an opponent, you cannot auto-dodge, and you must still fight logically...even if it is a fight using magical powers.
Powered combat is still governed by the rules of godmodding. Your character does not have infinite energy and, therefore, will wear down during a fight. On top of that, if your character is throwing extremely high-powered abilities around, he is going to get exhausted much faster than if the character was simply using lesser-powered abilities.
An example battle utilizing powers has been provided.Powered Combat Example Fire vs Water Bob (Pyromancer): Standing still, Bob snaps the fingers of his right hand, a ball of flame appearing in his left hand. He then tosses the ball of flame straight towards John with the speed of a well-thrown baseball. John(Hydromancer): John was moving his left hand in a smooth circular motion, condensing the water vapor in the circle into a dense shield of water. The flame ball impacted the water shield, the simple ball of flame smothering out as his shield turned to steam. His other hand, however, was already moving to counterattack, pointing straight at Bob where a spear of water seemed to condense out of nowhere and flew straight for Bob's stomach. Bob(Pyromancer): Both his hands were moving ever since he tossed the fireball, complex hand movements causing the air to glow. Small marble-sized balls of condensed flame suddenly manifested all around Bob just as his feet moved to sidestep the spear of water, his eyes watching certain impaling death fly past him. At the moment he turned his head to watch the spear, the balls of flame flew straight towards Rob, every single flame intent on converging upon his body. In Powered Combat, even though parts of the body can be targeted, a character now has the option of simply stating 'towards his opponent' with the implication that the attack could potentially hit the opponent's entire body or was meant to just be generally aimed at him. An example of an attack that could potentially hit an opponent's entire body would be Bob's 'flame convergence' in the last part or a generally-aimed attack being 'Bob's fireball' in the first part.
On top of that, the attack and defense portions of battle are logical. Bob throws a fireball, and John conjures a shield of water. John throws a spear of water, and Bob sidesteps. There is no stating that John using his face to block the fireball and escapes unharmed or Bob breathing on the spear to make it disintegrate for no reason. There is logic in T1 Powered combat, and it is a fact that many people seem to forget.
The attacks are also sufficiently descriptive to remove ambiguity and confusion such as Bob's 'fire convergence' being made of small fireballs instead of giant sun-like balls. Keep in mind that description is more important now in T1 powered. Innates versus Non-Innate Powers
An innate power is a power that your character can use near instantly (active innate) or grants a character special bonuses without any thought from the character (passive innate). To give several examples of an active innate power, I could give the example of Cyclops from X-Men who can simply use his eyebeams by flipping a switch on his visor or Pikachu from Pokemon who can quickly generate small jolts of electricity. There are far many examples, but an active innate power is generally a power that does not require charging.
A passive innate power, as stated before, gives a character special bonuses without any thought on the character's part. Racial attributes count as passive innate powers such as a rock golem's resistance to physical damage or a werewolf's enhanced strength.
Enchanted objects can also grant both active innate or passive innate powers. A ring on a character, as a passive innate, can grant a character a weak shielding effect on his body while a sword, as an active innate, can conjure a fiery wave as it strikes.
A non-innate power is a power that usually requires some sort of preparation before it can be used. Magic, though it can be used innately, is usually a non-innate power as a starting wizard requires incantations and gestures in order to cast a spell. Innate powers can also be used non-innately like a character prepping to focus their pyrogenetic abilities to create a huge flamethrower rather than a dinky fireball.
On top of that, an non-innate power can also grant buffs which passively increase a character's attributes, though these buffs generally are temporary.
Generally, the rule to follow for innate powers is that they are either passive or can be instantly used while non-innate powers usually require preparation or charging. However, when making a character, not only should you be careful of giving your character too many powers, you should be worried about giving your character too many innate powers as well.
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Posted: Sun Jul 12, 2009 11:13 am
How to Optimize Your T1
Section Contents Section 1: Introduction Section 2: Preparation Posts (Prep) Section 3: Initiative Section 4: Hypotheticals Section 5: Surrender, Pass Out/Die, Retreat.
Introduction
This section is dedicated to teaching the finer nuances of T1 combat in both melee and powered. Preparations (Preps)
A post with a preparation allows a character to make their attack even stronger by making them do something in the previous post to amplify the attack's power. It can be as simple as charging energy in their last post to cast a larger fireball in the next, or it can be inventive like producing a salty mist earlier to make him vulnerable to your upcoming lightning bolt.
You can prepare multiple things in your post and even make an attack as long as you have the time to do so. You can even chain multiple prep posts together. (Recall that you have a short time period per post.) Here are some examples of good and bad preps.
Examples of A Post with Preparation This is Not a Post with Preparation Bob charged up his energy and focused it to make a fireball in his right hand. He focused harder to make it larger and fired the fireball. This is not a preparation post because the preparations for an attack must be made in the previous post and not the current post. The next quote will show such a thing.
A Legitimate Preparation Post A Post with Preparation Ducking under the enemy's kick, Bob used the tension generated in his legs to spring into an uppercut with his left hand, aiming straight for Rob's chin. As he performed the motion which would certainly devastate Rob's chance with the female species, Bob slowly focused his energies into his right hand, the temperature of the air around it rising to unbearable levels. Keep in mind that you are still getting attacked even while making a preparation post. However, you are free to make an attack in your prep post, though a prep only enhances an attack that comes after it. The Attack Post He jumped high into the air as Rob's kick went right under his feet. Suddenly, Bob lifted his right hand and pointed his palm towards Rob. Flame erupted outwards almost two feet in radius from his hand, a beam set to engulf Rob who was standing point blank from his attack. That would be the attack post. There are, again, also other ways to prepare an attack other than 'charging,' though most people rarely use them. Initiative
Initiative is essentially working within your opponent's post. Keep in mind that you are allowed to prepare for your attack while your opponent is casting his. By working within the time period of your opponent's attack, you effectively lengthen the time of your post while preventing your opponent from doing the same.
One can tell when someone is fighting well with T1 if they are feeling pressured every post, the result of better time-management. The reason why it is called initiative is because if someone is already working within the actions of another's post, the other poster cannot affect the actions of the opponent while he is taking advantage of initiative; he can only take advantage of actions after the initiative effect.
Sidenote by Murasaki: To those who try to eliminate initiative by stating their opponent is standing still or something similar, guess what? That's godmodding. No, I'm not going to stand while you're dashing at me with your sword of godslayer +10.
Hypotheticals A hypothetical is generally a way to tell your opponent what would happen if your attack connected. It also can serve as a reminder to your opponent that he is indeed surrounded in a dome of converging needles as you are about to cast a fireball on him.
However, a hypothetical can also be used to tell what you are about to do as a natural follow-through to your attempted attack as well. Surrender, Pass Out/Die, or Retreat When one has lost in combat, they have three options in which to choose from. The first one is simply to surrender to the opponent, a formal statement of concession. The second one is to pass out or die which occurs when your character has absorbed enough damage that he/she cannot maintain consciousness or life. Finally, the last one is to simply retreat.
The action your character performs should fall in line with their personality.
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Posted: Mon Jul 13, 2009 4:59 pm
Additional T1 Nuances
Section Contents Intros and Profiles Interrupts Action Count?
Intros and Profiles In the old days where T1 was done mainly in chatrooms, introduction posts were enormous simply because if you did not state any weapons or powers, your character couldn't use them in the fight.
However, the usage of profiles alleviates this problem because you could now direct your opponent to your profile if they stated your sudden manifestation of a power was bullshit. Within Gaia, profiles are generally used, and introduction posts are small.
Action Interrupt An interrupt occurs when your opponent has set up multiple attack attempts that occur at significantly different times (such as a three-hit sword combo), and you decide to interrupt the series of attacks with your character's action like locking your opponent's sword on the first strike. That is known as an interrupt.
Interrupts can generally be done when an opponent has a series of attack that do not all converge at the same or near the same time. Once an interrupt occurs, all further attempts are considered void. On Gaia, interrupts are generally discouraged, though sometimes one cannot help creating an interrupt situation if your opponent keeps insisting on chaining his attacks in such a manner (generally these types of opponent forget the one or two seconds of time span per post.)
Action Count or Time Count When T1 was younger, there used to be an action count of six actions maximum. The reference you see below involving "Circ" is the old T1 rules simply because T1 took place in chatrooms (Yahoo user rooms, specifically) with large paragraph posts getting lost in the spam.
Nowadays, T1 Combat uses a subjective time count that ranges from 1-2 seconds for the entire attack and defense post.
In Gaia Towns, some people may feel more comfortable using the action count due to the limited chatroom size. However, the time count is usually almost always used in forums. Note that tournaments may force the players to only stick with six actions per post, and the number of actions is not definite.
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Posted: Mon Jul 13, 2009 5:09 pm
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Posted: Wed Jul 15, 2009 9:53 pm
Garbage Post Section
Introduction
This guide is a general overview on T1 Combat and is meant to help others get a strong background in the T1 ruleset.
The posts are set-up in that order because the 1st Post deals mainly with character creation, the 2nd with identifying ones' own mistakes in roleplaying, and the 3rd post is the post that actually gets into T1. Post 4 and 5 are mainly for those who have a hang on T1 Combat but wish to improve further. Post 6 is the references I used for making the T1 guide specifically.
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Posted: Fri Jul 17, 2009 6:21 pm
References
Introduction
These are all the guides to T1 Roleplay that I found even marginally useful. Note that all guides do not necessarily agree with each other as some are outdated or are more chat-room based in focus. This guide is based mainly on the rules of T1 that most accept.
References
[rl=http://www.ulrin.com/node/1]Ulrin on T1 Roleplaying
[rl=http://www.scribd.com/doc/12603848/T1-Rules-and-guidelines]The Modern T1 Roleplaying Guide
[rl=http://circ.lagedorre.net/t1-rules-v1.shtml]Circ Aloriath's T1 Rules of Engagement - Outdated
[rl=http://www.angelfire.com/vamp/testbase/rptutorial.htm]Roleplaying Guide - This is a Poor Poor Guide
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Posted: Mon Jul 20, 2009 8:12 am
The Basics of Powered T1 Combat
Section Contents Introduction Universally-Accepted Powers Questionable Powers in T1 Moderate T1 Combat with Powers Notes Innate vs Non-Innate Powers
Introduction
The rules for T1 are highly vague when it comes to the usage of different powers. Since T1 is meant to be freeform, this is usually taken to mean "Hi. Let's make an overpowered ability." This usually means that people are summoning black holes out of nowhere or giving one's character 'invincibility' as a power.
In fact, some roleplayers will state that they aren't godmodding because they gave that power or their character a weakness (though the exploitation of that weakness is either near impossible due to it being so narrow in scope or is unknown). Right now, I will list the powers that most people consider as 'fair' and 'questionable' before discussing full-fledged power combat.
Almost Universally-Accepted Powers in T1 Moderate
-Magic. This element of roleplay has been almost universally accepted in any T1 involving powers. However, there are limitations that one can or cannot do in T1 Moderate like summoning black holes out of nowhere (note that even with teleportation, that these spells also tend to kill the caster.)
-Elemental Kinesis. The manipulation of light, water (and ice), earth (and metal), fire, darkness, wood, air, and electricity are all considered fair game when it comes to manipulation. However, keep in mind that in T1 Moderate, you cannot manifest your power within your opponent...meaning that you cannot state that since blood is made up of water, you can make it flow out of your opponent. You might be able to manipulate your own blood, but you cannot manipulate the blood of your opponent when it's in or on your opponent. ((Though blood on the ground or in the air is fair game.)
-Psionics. - The powers of the mind are also universally accepted throughout T1 combat such as the powers of telekinesis or creating barriers of pure psionic power. Like magic, psionics is nearly limitless in its potential, meaning that it can be abused.
-Poison and Potions - Though these things aren't exactly a power per say, enough people use these items to give it a special place in this post. Poisons are usually used with weapons to cause additional harm to the opponent such as paralysis or death. Potions are used either to heal or give an additional buff to the user.
Questionable Powers
Teleportation/High Speed Movement
The usage of teleportation or super high speed movement has always been questionable in T1 Moderate. And it should since just saying your character teleported away from an attack is just like saying "I dodged." In T1 Moderate, many forums either require someone to 'prepare' a teleportation in a previous post or only limit the usage of teleportation once or twice in a battle. ((Preparation posts will be delved into much deeper in the post after this one.))
The same thing goes for high speed movement like many people who like using Bleach's "Sonido" or "Shunpo." These movements are essentially like teleportation and are limited just like teleportation in order to preserve the integrity of T1 combat. ((Though these moves are actually based on speed...but people treat them as teleportation.))
Finally, one last note, teleportation is usually defined in T1 Combat as moving through another plane in order to get to a new destination. Just something to keep in mind.
Summoning Black Hole
Many novice roleplayers who get into T1 instantly think of the first thing to make their character uber-invincible, creating something that no one can get out of. Such a summoning is already questionable because it'll take a ridiculous amount of energy to create...and not to mention it'll likely kill your character in a process.
Though this kind of thing can be done with enough preparation posts, it is considered godmodding to just summon one out of the blue.
T1 Combat and Powers
Essentially, T1 powered combat is the same as the melee combat except that you may be using a fireball instead of a fist to cause damage. The rules of T1 combat are still the same; you cannot auto-hit an opponent, you cannot auto-dodge, and you must still fight logically...even if it is a fight using magical powers.
Powered combat is still governed by the rules of godmodding. Your character does not have infinite energy and, therefore, will wear down during a fight. On top of that, if your character is throwing extremely high-powered abilities around, he is going to get exhausted much faster than if the character was simply using lesser-powered abilities.
An example battle utilizing powers has been provided.
[qote="Powered Combat Example"] [qote="Fire vs Water"]
Bob (Pyromancer): Standing still, Bob snaps the fingers of his right hand, a ball of flame appearing in his left hand. He then tosses the ball of flame straight towards John with the speed of a well-thrown baseball.
John(Hydromancer): John was moving his left hand in a smooth circular motion, condensing the water vapor in the circle into a dense shield of water. The flame ball impacted the water shield, the simple ball of flame smothering out as his shield turned to steam. His other hand, however, was already moving to counterattack, pointing straight at Bob where a spear of water seemed to condense out of nowhere and flew straight for Bob's stomach.
Bob(Pyromancer): Both his hands were moving ever since he tossed the fireball, complex hand movements causing the air to glow. Small marble-sized balls of condensed flame suddenly manifested all around Bob just as his feet moved to sidestep the spear of water, his eyes watching certain impaling death fly past him.
At the moment he turned his head to watch the spear, the balls of flame flew straight towards Rob, every single flame intent on converging upon his body.
In Powered Combat, even though parts of the body can be targeted, a character now has the option of simply stating 'towards his opponent' with the implication that the attack could potentially hit the opponent's entire body or was meant to just be generally aimed at him. An example of an attack that could potentially hit an opponent's entire body would be Bob's 'flame convergence' in the last part or a generally-aimed attack being 'Bob's fireball' in the first part.
On top of that, the attack and defense portions of battle are logical. Bob throws a fireball, and John conjures a shield of water. John throws a spear of water, and Bob sidesteps. There is no stating that John using his face to block the fireball and escapes unharmed or Bob breathing on the spear to make it disintegrate for no reason. There is logic in T1 Powered combat, and it is a fact that many people seem to forget.
The attacks are also sufficiently descriptive to remove ambiguity and confusion such as Bob's 'fire convergence' being made of small fireballs instead of giant sun-like balls. Keep in mind that description is more important now in T1 powered.
Innates versus Non-Innate Powers
An innate power is a power that your character can use near instantly (active innate) or grants a character special bonuses without any thought from the character (passive innate). To give several examples of an active innate power, I could give the example of Cyclops from X-Men who can simply use his eyebeams by flipping a switch on his visor or Pikachu from Pokemon who can quickly generate small jolts of electricity. There are far many examples, but an active innate power is generally a power that does not require charging.
A passive innate power, as stated before, gives a character special bonuses without any thought on the character's part. Racial attributes count as passive innate powers such as a rock golem's resistance to physical damage or a werewolf's enhanced strength.
Enchanted objects can also grant both active innate or passive innate powers. A ring on a character, as a passive innate, can grant a character a weak shielding effect on his body while a sword, as an active innate, can conjure a fiery wave as it strikes.
A non-innate power is a power that usually requires some sort of preparation before it can be used. Magic, though it can be used innately, is usually a non-innate power as a starting wizard requires incantations and gestures in order to cast a spell. Innate powers can also be used non-innately like a character prepping to focus their pyrogenetic abilities to create a huge flamethrower rather than a dinky fireball.
On top of that, an non-innate power can also grant buffs which passively increase a character's attributes, though these buffs generally are temporary.
Generally, the rule to follow for innate powers is that they are either passive or can be instantly used while non-innate powers usually require preparation or charging. However, when making a character, not only should you be careful of giving your character too many powers, you should be worried about giving your character too many innate powers as well.
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Posted: Mon Jul 20, 2009 3:48 pm
How to Optimize Your T1
Section Contents Section 1: Initiative Section 2: Surrender, Retreat, Run Away Section 3: Read About Powers
Initiative
Surrender, Pass Out, or Retreat
When one has lost in combat, they have three options in which to choose from. The first one is simply to surrender to the opponent, a formal statement of concession. The second one is to pass out which is absorbing enough damage that your character cannot maintain consciousness. Finally, the last one is to simply retreat. Sometimes, passing out or surrendering is simply the same as to die.
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