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Tesunie
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PostPosted: Thu Nov 30, 2006 3:16 pm


Auto-hitting is when you hit another player or a creature controlled by another player, but post in such a way that you 'automatically' hit them.

Example: War slashes my sword at the earth golem, slashing them to bits, then I Scorch the golems remains with a blast of fire so hot that it simply melts into Lava.

With this one post, you not only hit your opponent, automatically, but you also killed it, and melted its remains, so there is no hope of it coming back, ever!
PostPosted: Thu Nov 30, 2006 3:21 pm


To prevent auto-hitting, you should try to leave your posts open ended.

EX: War slashed at the golem. If this attack hits, its arm would be easily severed.

One action in the post. Then your opponent can post the golems reaction.

EX2: The golems arm is severed, but the rock from its arm simply forms into a smaller golem.

Once again, one post has only one action. The warrior that slashed at the golem hit, but because the golem did nothing to block the move. When doing player versus player, you will likely do attacks and then your opponent counters and attacks back.

Tesunie
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Tesunie
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PostPosted: Thu Nov 30, 2006 3:27 pm


My preference, and this does not go to everyone or every situation, is to put one to two actions per post. If you do more than two actions, a counter/reaction and an action, then people have a harder time countering you, or simply reacting to you.

EX: War throws a flam at his opponent, then while they are distracted from the bright fire, War rushes in and attacks them with his spear! After that War does a low sweep with his leg, tripping them and knocking them to the ground.

Well, that was how many actions? Three? If your opponent was to try and counter that, he would have more difficulty.

EX2: Opponent blocks wars flame attack by raising a wall of earth. (First action blocked.) Because of Opponent's earth barrier, War runs right into it, trying to attack me with his spear, and his foot stubs the wall as well, giving you much pain for posting too many actions in one post. biggrin
PostPosted: Thu Nov 30, 2006 3:32 pm


How that last fight scene should have went was like this.

EX: War throws a flame attack at his opponent.

EX2: Opponent raises a wall of earth to block the attack.

EX: War then jumps over the wall, and lounges on his opponent and attempts to stab him in the midsection.


Have you noticed something that already changed? Because Wars opponent was able to react to Wars first post, Wars later actions matched what happened.

Tesunie
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CRAZY-ALLIE-KAT

PostPosted: Sun Jul 22, 2007 9:08 pm


so what your saying is if you break down what your going to RP then your opponent can react better. Is that right or am i completly wrong.
PostPosted: Fri Jul 27, 2007 9:50 pm


That is essentially correct if I am understanding you right.

The more manageable your actions are, the closer they are to real life, the better other people can understand and react to them.

When I say to do only a few actions, I don't mean one liners. Add in descriptions. My examples were a little short, but I was doing that late at night. Details can make or break a post. The more details you have, the better the post. Details doesn't mean actions, just descriptions of your actions.

Also, as a side note, if you do an action, that doesn't have the affects that they would appear to have when posted (like you use some spell that replaces yourself with a log or something) place that extra information in OOC quotes. It is something that affects the role play that the other person should know about, but it isn't readily apparent to the players character.

Tesunie
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Kasper_Lassie

PostPosted: Sat Dec 08, 2007 8:24 pm


I've got a question: What happens when they're knocked out or asleep and you do something to them? That's not auto-hitting, right?
PostPosted: Sun Dec 09, 2007 4:53 pm


If they are unable to react, you should still avoid stating an auto-hit. Even if it should hit, you should still try to word it in a way that your opponent or opposing character can still react, if able to.

A good role player would let the action go, because they should tell that their character can't do anything about the situation.

Lets just say that Mage is sleeping when Rouge sneaks up. Mage stays sleeping as Rouge takes an attack, going for some prank on their friend mage. The player for Rouge should word it like this still.

Rouge sneaks up on Mage, who as far as Rouge can see is sound asleep (weather he is or isn't, that is what Rouge can tell*). Tip-toeing next to Mage's bed, Rouge tries to place an object that will turn Mage's hair green into Mage's hand.

Now, being a good rouge should mean that Mage is unaware of the situation. Unless Mage is faining sleep, which is possible, though unlikely, it should work and mage's hair will be green come morning. If mage somehow doesn't let the action through for any reasonable explanation, then he is in a sense god-moding, or also auto-dodging.

*Also, if mage was faking sleep, he should have mentioned that fact in his post where he said he was sleeping.

Tesunie
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