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A Sword of Stone: Grounds- The Combat Guide by IItNeverGetsBetterThanThis (Riki)

Posted

Hello! Clicking this thread means you either got curious and once you figure out this isn't what you might have wanted to read you've likely clicked off. However, for those of you looking for an ever-evolving guide to combat in a Roleplay setting from one of the best, here we go.

 

I will be breaking this up into different sections/posts, as for organization's sake. Between each post, you're free to post any and all questions you want to, make your own suggestions or tips, and that sort of thing. Remember, even the best in the world have something more to learn and improve, and I'm certainly not the best in the world. Contribute if you so want or need!

 

Just make sure to only contribute if the contribution directly relates to the most recent post's topic, chances are that if I missed something I might plan to cover it in a separate post if it relates to but isn't directly in-line with that post and align's more with another. I'm also just human, and I can make mistakes.

 

On top of that, use this thread to practice, or even challenge other's to a match to improve your skills or test out some ideas! I certainly will be partaking, as I have to tune up my skill with scythe combat at this time. Think of this as a sort-of mock-dump RP, teaching, and all that thread. It's here to help guide people who are unsure as to how to improve in combat, are new, ect.

 

With that out of the way... Let's get started.

 

 

 

 

Chapter I: Basic Training.

 

The sweat on our hero's brow was no more than almost a thick film resting on his skin. Like a frog's slimy exterior, his skin found trouble in trying to grip onto his blade anymore. The massive weight, the tremendous force accompanied in the blow, it was a wonder his block withstood such a blast from his foe for so long, yet he just couldn't keep up with his rival any longer. His block broke, and so did his skin. 

 

The life force drained in a mere instant, once thought to be an unbeatable hero, he was now a corpse. Finally able to rest, the Guardian of Kailos Gate and our hero's foe took a last glance at his rival of the last hours, before kneeling once again at it's doors, and falling to rest once again.

 

 

Introduction:

 

So, the first thing to note about combat in it's essence is it's not just a mess of blows and cuts. It's an art. No matter what situation it is. Yes, art can be messy, and that is where we must start: the difference between a slosh of paint on a canvas and just throwing your dog into a pool of paint and calling it art.

 

 

Minor self-made terminology.

 

 

First thing to know: The difference between what I will call an attack and a move.

 

An attack is a well executed attack or series of attacks, movements, strikes, and actions taken during one's turn in combat during an RP. Attacks are generally what you want to use, as they encompass a lot of detail, help you set up the battlefield you're in, what the world around you looks like, your terrain advantages, disadvantages, and so on. Attacks are detailed, and you must execute them well.

 

Now, in example, say you are about to start a fight. You attack the opponent, how should you?

 

GOOD:

Sharon took the edge of her blade, aligning it with her forearm so that when his slash happened, it was quick and it hurt. The field was dusty and littered with grass, carried aloft by the winds of this battlefield. She looked to the opponent in front of her: A simple man, only a knife and a little magic. Nothing she couldn't handle. The winds stopped, and the dust settled, only a single blade of grass remained between the two. With grace, however speed-lacking, the plant drifted across the air like a bird in the sky. The skies were a vivid blue, the sun ablaze. As the blade of grass landed, Sharon's blade took flight. A horizontal back-handed slash, followed up with a upward strike from her reversed blade, and finally, with a twist of her waist, sending her blade behind her, Sharon switched her grip on her sword and preformed a reverse upward slash from her opponent's left. The morning dew hadn't quite yet dried, however, making this last attack a hard one to keep up with.

 

Why it's good:

The attack is descriptive and creative. The player takes a look at their surroundings and terrain to add detail and tension to the post, as well as a stylistic standpoint. Note how she never directly states if she hit her opponent. You can throw every hit in the book, but it's possible for you to miss every one. Now, should it happen? No, however, the situation could be that the opponent can evade due to their using a lighter weapon and being of a much faster fighting style. The situation of the warriors in the fight will always determine how it's run. Also note that she didn't keep to one angle of attack with her combat, though she used two upward slashes, the method of how they were executed were different as well as the speed of and positioning that came with the attack. Could it be better? Yes, descriptions on body movement, footing, and position to the enemy would help drive up how good this post is, but that is to be covered a little later.

 

BAD:

Sharon smirked, a chump dared try and assassinate her! The nerve! She drew her blade and began slashing at her assailant, first from the front, then behind.

 

Why it's bad:

 

First and foremost, it's short. In combat, a short post is ninety-percent of the time bad. It shows lack of creativity or ideas on how to handle the opponent in a method that can be considered constructive. When you fight, you must describe what your action is, how it works, and where it comes from. If you don't, and be very indescriptive in your writing, your attacks are not only predictable to even someone new to the idea of RP combat, or can even be abused. In example, the post above could be countered with a simple round block(a block that follows the opponent as their pattern of attack is not described and as such can only be assumed as going in s circle or "round" shape and thus is easily blocked) parrie-knock of the weapon (which will denture counterattacking mid-attack, leaving them only with a move away or block option) to back-step for spacing and lunging-stab to the chest, if you describe your actions right, making the fight a quick loss for the initiator.

 

 

However, when being attacked, the way you must respond is slightly different. In example, say the enemy attacks you with a side-step to get some distance, then a charge with a stab at the body with their lance, followed with a downward strike to the ground to allow them to use their spear like a pole; as a result they jump and use the lance as a support and throw a followup kick.

 

GOOD:

The lances' tip came right for Hanz, however, with a downward-strike to the tip of the spear, trying to force the spear into the dense, thick earth that they fought over. He was able to deflect the stab, however he wasn't prepared for the follow up kick... The blow to his head knocked him back quite a bit and shook him a bit up, however he was far from done. In response, Hanz shot a icicle at Kiro as she went to land and followed behind it, lining up a punch right at her stomach. He took advantage of the hardened dirt and also landed a shot of ice on Kiro's spear which stuck to the ground. As he arrived, Hanz drove his knuckles into his opponent's stomach as revenge for the kick, throwing her off of the spear she used as a weapon.

 

Why is this good?

 

The writer chose to use his opponent's move against them. Any good fighter can size up a situation and adapt on the fly with a new strategy for combating the enemy. Hanz was not invincible, as, as far as we know he has no armor that protects him from being stabbed like that or kicked like that however we can assume that the fighter is competent enough to block a simple stab like that, and did take damage. You can afford to not take damage, however you have to pick and choose where you do, we will go over this soon, but as for now, anyone new: Always assume, unless the attack was very telegraphed, your set up to counter such a move, or it's a very poor move, the attack likely did something to you. Don't dismiss your opponent's attacks like they're nothing. We'll get into how to tell what is what in the next major section.

 

BAD:

 

Hanz grabbed the tip of the spear, it was a simple matter, in fact the enemy was far too slow to even touch him in the first place, especially in this location of all places. He snapped the tip of the weapon, and dragged it's owner to his fist, which Hanz used to repeatedly punch his poor opponent in the face multiple times until she died.

 

Why it's bad:

 

For one, we don't know what Hanz is capable of. He won the fight, sure, however... If he is really that fast, fast enough to safely grab a spear head and break it, and afterwards repeatedly attack beyond the golden number of 10(to be discussed) the opponent in a non-descript way with no allotment for countering, then they're overpowered unless multiple others of the game are of that caliber or the enemy you're facing is very, very weak. Even weak opponents, unless incredibly under your character's strength as written, are always going to provide a challenge, on top of this you dismiss your opponent and their character, insult them with not only a humiliating death but by underpowering them, and breaking multiple rules whilst your at it.

 

On top of this, your attack was boring, your approach has no dynamic points of interest, It's uncounterable, you didn't do anything with the scene that the fight takes place in, you didn't think of another angle to take this from, ect. Overall, this kind of attack is unacceptable. Now, there are moments when certain characters ARE untouchable, but those are very special and will be covered later as well, but as for now, understand that your character isn't an unstoppable killing machine that can evade, block, destroy, ect. everything in their way like it's their given birthright. Combat is strategic, if you plan ahead with your moves and guess your opponent well enough, you can be just as successful as the one above but just as fair, well written, well executed, and fun as the good post.

 

 

Move with the flow.

 

Now, onto a move.

 

A move is a set of actions that lead to either a short but powerful series of attacks, or one powerful one. Generally, the emphasis around these is about the attack itself, and are often VERY flashy, with particle effects, lights, sounds, or otherwise stated. Often enough, a move like this cannot be avoided, but that does not mean it cannot be withstood, though blocking, countering with your own move of choice, or just taking the hit, if you're strong enough to survive such a thing. However, no singular move is perfect. A move has to be set up, lead up to, or planned in advanced somehow for it to make sense or work.

 

And most of the time, it cannot come from out of no-where. No, that doesn't mean you can't make up new attacks on the fly, however, they must be able to relate to a characters' written-in abilities, skills, and powers, and the attack must operate on the laws of the world your character is in. If you have a signature attack that you can't live without, find some way to work it into the game without disobeying the rules of said world. Remember, you are the character in a world more often than not made by someone else, not your own.

 

The good and bad version of this is very easily explained, and doesn't require more than one example:

 

Suzu fired a gigantic freakin' laser through the earth, making sure to take Mako with the planet.

 

Now, why is this bad, and how do we make it good? It's bad as there is no prelude, context, start-up time, or insight as to how the character can do this. Not to mention, it is a tad overpowered and borderlines godmodding (which will be covered). In order to make a move work, you have to obey by a few laws:

 

One, anything that is very powerful requires at least a one-post startup time. The more powerful, the longer the start up should be unless the character's have access to powerful techniques that they do not need a long period of time to charge them for, however this is very conditional. An attack like this should take at least four posts of startup, in which time you're either vulnerable or have to stop the move to counterattack. You cannot (most of the time) continue a powerful attack that has a startup  as well as counterattack, as you have to focus on the move. This gives the enemy an opportunity to stop you, as well as your allies to aid you. If a move is something small, like a signature fireball, this can be ignored as long as the fireball isn't bigger than Sifer's ego in KH2.

 

Two: It should NEVER destroy the world, unless you're given expressed permission and are allowed to do so. No attack, in general, should be that powerful. As with anything, there are exceptions to the rule. It can do major damage, I.E., destroy buildings, make craters, so on so forth, but never something as large as a whole city the size of a Metropolis in one go.

 

Three, the attack isn't a completely guaranteed hit. Though attacks like this are normally allowed to hit, you cannot make an attack that cannot be evaded. In fact, even just giving the attack a chance to fail in some way must be done to make it fair. Moves, no matter how big or strong, or weak and little, are still attacks. They're however generally more powerful than your basic attacks, though.

 

If you understand those rules, and the basic ideas behind the idea of attacks, a move should not be hard for you to piece together in a fair and neat way. They're the flare, don't forget them, but don't overuse them, or it's like you're blowing up fireworks 24/7. Eventually, it doesn't seem as special or pretty.

 

Next time, I'll be covering more of the basics, like defining how some weapons work, more in-depth explanations on what to do in a fight, and some simple tips and tricks. That post will go more in-depth and actually be presented in a way that explains what I mean a bit better.

 

Questions probably going through your mind/FAQ when I have actual frequent questions to put here:

Q: Does he really think he is that good at Roleplay? Because that's not the case.

A: I do honestly think I'm decent at least. I have a good understanding of what combat flow is like, and love combat from it's core up. 

 

Q: Man, this guy... I guess he has a huge ego... Don't you?

A: No, in fact. Honestly, I'm my own worst critic, and hate just about every post I make unless I'm having fun with it. However, I love combat and happen to think I do well with it. But it's no fun when you're at the top, no one fun to play with. The best thing in the world is to find someone with a different style of combat to you but is your level of fighter, and what fun is it to see the same boring "X Character punched L Character in N Bodypart." I love good writing, and I think that everyone has a chance to put out my level or better in combat, and there are already a bunch with the potential. I'm good, but it's boring to be good without anyone else. A lot of people know I'm one of the better fighters, and I don't think it's fair to not share what I've learned and know. RPing is something you get the most out of when everyone is just as good as you and everyone else is as well, it's a social way of writing a story. Do I feel like I'm good enough to write a post like this? Hell no. I'm no where near as good as I want to be. But I want more people to face who challenge me, so I figured I should do something like this and-

 

I'm coming off as pretentious and cocky, right? It's hard to explain what I mean, but I know of a metaphor that might work. A Goku from Dragon Ball wants to be the strongest but never wants to have a boring fight either, and wants his friends to work and train with him so they can all get stronger together. I know I'm decent, if I denied what I am then I would lie to anyone who asked, and I refuse to lie.

 

TL;DR: I love fighting and want more people to fight me that are challenging so shut up and punch me bro.

 

Edited by Guest

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  • A very nice guide indeed, Riki!   You do kinda judge yourself a little too harshly, but your effort shows in combat from what I've read/seen. I could learn a thing or two from you.   Again, jud

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Hm. Well nice guide I guess? Dunno if I can put it to use though,limited English and all so this guide might do much for me for now.

 

And seeing that most of my posts fall into the bad category makes me sad enough that I think Im gonna exile myself temporarily...*leaves*

Hm. Well nice guide I guess? Dunno if I can put it to use though,limited English and all so this guide might do much for me for now.And seeing that most of my posts fall into the bad category makes me sad enough that I think Im gonna exile myself temporarily...*leaves*

Those are just examples of the most basic style of posts. As with everything, there are exceptions to rules as well. Don't get down, Scrap.

This is a pretty good guide.  My thanks for posting it.  I'm rather new to combative RPing myself, so this should prove very useful for some scenes in Tainted Blood, and other RPs that I join.  I'm sure that this could really help countless RPers in general.  Perhaps you could contact a moderator about stickying this to the top of the RP forum?  I don't think there's anything like this in Javelin's post, and this could really come in handy.

Hm. Well nice guide I guess? Dunno if I can put it to use though,limited English and all so this guide might do much for me for now.And seeing that most of my posts fall into the bad category makes me sad enough that I think Im gonna exile myself temporarily...*leaves*

Nah, you're not in the bad category, Scrap.  I've seen you in combat before and I think you did pretty well. : )  Much better than myself, at any rate.  I'm incredibly new to combatant RPs and I stink. : P

A very nice guide indeed, Riki! :D

 

You do kinda judge yourself a little too harshly, but your effort shows in combat from what I've read/seen. :3 I could learn a thing or two from you.

 

Hm. Well nice guide I guess? Dunno if I can put it to use though,limited English and all so this guide might do much for me for now.And seeing that most of my posts fall into the bad category makes me sad enough that I think Im gonna exile myself temporarily...*leaves*

Again, judging from Prior RPs and RPs in progress, you're pretty good! *Ocelot Hand Gesture* X3

A very nice guide indeed, Riki! :D

 

You do kinda judge yourself a little too harshly, but your effort shows in combat from what I've read/seen. :3 I could learn a thing or two from you.

 

Again, judging from Prior RPs and RPs in progress, you're pretty good! *Ocelot Hand Gesture* X3

Always the worst critic of myself, I wanna keep to being as good if not better than I was the day before, so I push myself to be better.

 

This is a pretty good guide.  My thanks for posting it.  I'm rather new to combative RPing myself, so this should prove very useful for some scenes in Tainted Blood, and other RPs that I join.  I'm sure that this could really help countless RPers in general.  Perhaps you could contact a moderator about stickying this to the top of the RP forum?  I don't think there's anything like this in Javelin's post, and this could really come in handy.

Nah, you're not in the bad category, Scrap.  I've seen you in combat before and I think you did pretty well. : )  Much better than myself, at any rate.  I'm incredibly new to combatant RPs and I stink. : P

This is just the start, this is a sort of core concept explanation and will be receiving more sections as I go on. I plan to do some more work and cover some info on methods of attack, planning theory, how weapons work, so on tonight, in example.

worst guide 2015

 

hey look that guide you were planning on making and occasionally referred to

 

My only critique is that I feel like the bad posts are too good and that you need to make them worse... Else wise people might get scared off by seeing that the type of posts they make are on the far wrong side of the spectrum. 

worst guide 2015

 

hey look that guide you were planning on making and occasionally referred to

 

My only critique is that I feel like the bad posts are too good and that you need to make them worse... Else wise people might get scared off by seeing that the type of posts they make are on the far wrong side of the spectrum. 

...Hm, that's something I'll have to consider. The point of them following the general "good" outline was to show that good isn't great or proper, but I can see yours as well. I'm unsure on how I will approach from here on in.

That was pretty good. I needed some tips.

 

So, I don't know if there was anything written in the guide or not, but how can a battle be determined if neither person wants to lose? And if one wants to, let's say, state that their character has so much agility, they can easily dodge their enemies' attacks, what CAN one do to counteract that?

 

PS: I'd like to do some practice with someone, if you'd like. I'm into the battles a lot myself. :)

That was pretty good. I needed some tips.So, I don't know if there was anything written in the guide or not, but how can a battle be determined if neither person wants to lose? And if one wants to, let's say, state that their character has so much agility, they can easily dodge their enemies' attacks, what CAN one do to counteract that?PS: I'd like to do some practice with someone, if you'd like. I'm into the battles a lot myself. :)

Good questions, those were actually coming up after this next section I'm currently writing, but for now here is a short-term answer.

 

You must be prepared to lose. No one wants to, but if someone outplay's you, submit. I can't tell you how many times I've been outplayed, even with my skills, mainly as someone's actions took me off-guard and I made a simple mistake, but I conceded the victory to them. You can tell when you've been out-played and more or less defeated when you obey a rule I call the Defender's Gambit. I'll go more into the inner workings of this later, however, the basis is that if you're on defense, and you throw out your best move in attempt to either end it or force an offense move to counter them, and they manage to completely withstand it, you lose. However, playing the rule of the Gambit must be done right. On top of this, you must know if the person is capable of withstanding your Gambit. If they are not (I.E., the opponent used a longsword with a false edge and a knife on the butt of the handle and a wall shield versus your knight with a greatsword/magic combo, you are on defense and the opponent, say, goes for a shield ram and decap.

 

Now wouldn't be the time for your Gambit, instead using a spell to push yourself away from the enemy to gain distance and hopefully go back on the offense and outplay the opponent for a victory. However, say you decide to go for your Gambit, you take the wall shield blow with magic but don't try to move away and parry the slash and go for a decap boosted by wind magic for extra speed as that's what you specialize in. The enemy still has their wall shield active, and it's not easy to move the arm of someone with a wall shield unless it has an unorthodox shape (I.E., a cross) plenty ready to block the attack and stab you in the gut, and call it game.) The Gambit is a one-off, only one or two per game, and wrong timing loses you the match.

 

Onto the issue of mobile units against your own. As someone who mains a generally slow tank for their main OC, this is a question I get asked a lot. Basically, you have to predict their moves and set yourself up for them so when they're made, you can outlast them. Generally, enemies that are faster than you rely on this speed to win, their stamina has to run out sometime. The idea is based off of a theory I came up with against fast fighters I call Line Principle. Depending on how their character draws their lines with movement, you can generate a pattern for their movements. If they more often zig-zag, the best thing is to side-step and parry to the opposite of their current direction and go for a knockdown, they rely on their agility and forcing them to the floor and grapple without allowing them access to their feet is the most important with this enemy, as this limits their ability to fight back. If they generally circle, standing in the center and playing Matador is the best for them, it's a matter of waiting for them to either trip up with an attack or run low on energy. With those who move in straight lines mostly, the idea is to constantly side-step them and trip them via a block throw (Blocking the technique, then using that instant to grab the opponent and throw them away) or other method. On top of this, don't be afraid to take a hit from a fast character and use it to your advantage. Let them non-lethal stab you and then disarm them and use their weapon against them, that's something you don't see a whole lot of but it is an effective counter against super fast enemies.

 

Finally, if they're evading every attack, this is when you bust out a special move that hits in an AOE, causes a slowing effect like ice or stunning, make unique use of your resources to make an attack they did not anticipate and therefore can't move away from logically, disarm them, or come at it from a new angle. There is no perfect method of fighting, and I guarantee the more creative a move you make against the enemy the less they expect it. The less they expect it, the more likely it will hit, unless they're avoiding everything because they're too powerful. 

 

Anyhow, we will have our match after I finish up the main post for this day.

That's the short-term?! I can't imagine what the long-term looks like.

 

I'm ready to start up the rules of the battle whenever you are. But just wondering, would it be fine with you if I used my V-mon OC in our battle? I made sure he is capable of holding his own. He is able to use his signature keyblade, The Kingdom Vee; He can use Magic like Water, Fire, etc.; and if it isn't too much, he is also able to use Drive forms, even accidentally turning into Anti-Form.

He is normally known as a speedy Digimon, so he is already pretty fast.

 

If there's any questions you have, feel free to let me know. (Other than why I want to choose V-mon.)

I also have another OC, so if battling V-mon seems a little weird for ya, I could use them instead. :)

Alright, so, we continue.

 

So, now you know the basics of your combat in an action role sense, but you don't know anything about the where or your weapon, which is something everyone needs.

 

First and foremost, laws of the universe you play in.

 

 

Each world has it's own devised laws, among those involve combat. The basics of this are rooted in the theme of the game, in instance, Si-Fi. In science fiction, unless otherwise stated in certain aspects, obeys the laws of science for the most part. This means all of your attacks have to be able to be explained in such a way that it can fit within the realm of science to a point. For example, say you have an attack that generates a large, powerful heat dome that engulf's the user/target in a cage of fire. This fire cannot be hotter than the melting point of rock, cannot exist for more than five minutes if the user wants to try and hold their breath till they pass out, but five minutes is stretching it a tad as fire consumes air, unless otherwise stated that the character can survive without air for prolonged periods of time/they don't need oxygen, or that the fire is a special fire that burns only helium instead, in example.

 

I will go over two basic and common themes in Roleplay that come up time and time again on this site, however, any genre can be put into RP, and each have their rules. If you need help with knowing them, just ask yourself this: Is this the kind of world that people can fly, shoot magic, and talk with gods? Or do they use lasers and mechs and chemicals and aliens/machines? Something between? Or something unique? Is it more realistic? Follow the basis of the world that you're in or have built if you are the host. remember, the rules will help you if you know what you're doing.

 

First and foremost is the most common: Fantasy. In summation, the Fantasy genre this site was born of! Magic powers, talking animals, great evils, and illogical, nonsensical actions can occur. In this, the way you fight is a little more free as the laws of the world don't often even account for gravity too much in combat, as evident by how some forms of magic and some styles of combat work. In this, you can more freely move and expand. Your powers are never at their technical limit either. with most people, I see them using their power as stock as possible. Fire? Melt the terrain where applicable, set fire to enemies, minor travel, ect. for instance. However, there is always another action you can do with your power, however it must exist within the realm of the given rules for the world. In example, take this Exerpt from The Amnesia Games Roleplay, where myself and the member and GM of the RP Disgust take on one of her villain's using a conjunction attack.

 

 

 

 As the others handled their opponent, he backed off, cleaving through the land with his buster sword, crossing the marks into a large star shape, and created a shole in the center of the shape. He cut it out of the ground, and fired it off towards Alyssa. As it approached, Derik rushed to Mes, an idea in his head. "Mes: in the back of it- there, where I marked, fireball it at the center... I've to a little trick that will knock blizzard princess off her ice throne... and fir a little good luck, give me a good blast to the back as well. This coat is still a little much for me to handle well, but it will come in handy here...." 
 "Uh, okay." Mes said to Derik. She spun her keyblade and two balls of flame exploded from her, shooting towards Derik's projectile and towards Derik's back. As soon as the fireball hit the thrown earth, it exploded next to Alysa. The Fencer was forced to change her form to steel, eliminating the danger of the explosion and debris. She gritted her teeth and scowled at Mes and the incoming Derik.

 

 

 With that, Derik did as he does best: Tanks explosions. Mes' shot fired him straight through the explosion, hot lava-like objects sticking to his jacked as he flew through the air, propelled by the fireball Mes shot him with. With this, Derik emerged out the other end of the explosion, right at Alysa, primed with a double slash from his energy sword and his buster sword, it was primed to give her a shock as well if she didn't change from her metal form, but irregardless, the slash came at her with great force, primed to cleave through most any defense.
Derik's strike came unexpectedly, and she was left defenseless and vulnerable, the electrical sword shooting a charge through her steel body and cutting a large gash in her shoulder. She staggered backwards, randomly changing forms between human flesh, fabric, rock, and steel. She looked up at Derik and the others as she scowled at them. She had regained control of herself, and was now staying in human form. Alysa thought through what she could do, should do next. What she wanted to do of course, was murder them all violently. But she should concede for now. And so, the Fencer sliced through the air, and vanished through a rift. Mes stood and watched as their opponent for the day left. 

 

 

 

 

 

As you have read, using an attack in combination or in another style can be very powerful, but more talk on that later.

 

Next things up, the world of Sc-fi. In Science Fiction, all attacks must have some basis in science and must make some sort of logical sense, based on the material provided. It can still be ridiculous, but it cannot be too ridiculous. You generally are using ranged weapons or laser variants of melee weapons, using technology to give you pseudo magic as best you can, however it must somehow be possible either by science or by the rules set forth by the creator of the RP. In example, take this exerpt from the RP Echoes and Ash by MDS, written by Oathkeeper136 or as he is now know, Sabre Lilly:

 

 

 

 

"I trusted you Elly. I trusted you. And you repaid me with this betrayl. Hou were going to kill us. I know it." Wing's engines glowed brightly, and she shot forward.
"Well it's time you atoned. Atonement through war and death is your only venue." Wing's weapon systems went live, the beam rifle being extended. "I liked you Elly. You didn't pull BS on me. Now this?" Seraphim felt tears well. "I'll never know the kids od my relatives. Never know my ed-girlfriend's great great grandkid. You didn't just kill humans. You murdered CHILDREN! WHAT DID CHILDREN EVER DO TO.YOU!"
As Seraphim soon approached the three vessels, Sera's face grew hard. "Wish you got me pregnant now. Oh screw you rage." She said in a moment of insanity.
Then a scary calm settled, and on an open chanel to everyone, Seraphim said two words.
"Mission...Accepted."
Missiles flew from the Wing, equal numbers flying towards each SA Warship. Sera targeted the closest one, Rytt's blue Bebop. She would have targeted Odin and Elly...but too far.
As the targeting system did her job halfway, Seraphkm got one last jab in.
"My name is Seraphim Valentine. You killed everything and everyone I have ever known. Prepare to die."
She unleashed the dual laser rifle on full power, aiming for the Bebop's core.

 

Though it wasn't action packed, it packs a lot of emotion into it, which part of Si-Fi is often the emotions involved, on top of this, the player takes note to attack with their ranged weapons at the enemy.

 

Just remember, stay in universe, and your combat will always work out better.

 

 

 

Next, a mini-guide on weapons.

 

When choosing your weapon, and thus the actions that can be done with such weapon, you need to remember what type of weapon you're using and what it can do as well as does best. For understanding your weapon, look at these traits:

 

What is the length of the handle/attacking surface? If your weapon is a sword, and it's intended for one-handed use, odds are that the handle is shorter, however, a bearded pole axe has a very long handle intended for either two-handed use or for it to be able to be used like a lance as well, the length of the handle is something to consider when you're looking for other angles to attack from, especially if you like to switch the grip on your weapon to a reverse style or some other method of changing up the way the hit you do works, or the range at which you can hit. For a melee weapon, the greatest range you can get is basically a weapon on some kind of extended pole handle, like a long scythe, a lance, bow-staff, ect. Make sure that if you have a long weapon to use it's range in combat, don't let it just be there for show.

 

Method of attack: 

You're not going to cleave someone in half with a oak bow-staff that has no edge to it, you're not going to knock away an enemy with a sword (Well, you can, but that goes into some counter logic, which I want to avoid for today as it's a long subject on it's own), how does your weapon attack? Swords are primarily cutting, slashing, stabbing weapons in close quarters but generally don't do dismemberment unless it's a two-handed sword of some kind, lances are primarily similar to the sword but from a range and have a bludgeoning factor in them as well, and lance users primarily like to say farther away from the action, however they don't get quite as agile movement as someone with a sword or even an axe as the weapon is slightly awkward due to it's size, not to say you cannot be agile with it, or you're always agile with the sword or axe, and don't really do any dismemberment unless the head is sharpened to have a blade that can cut as well.

 

Axe users combine a bit of both, however axes are known as more of a cleaving/bludgeoning weapon that relies on the heavier weight to normally, well, cut through thick things like trees or the neck/shoulders/upper legs and mid-body, these fighters can be just about anywhere but they're also slower and can miss often due to the weight of the weapon slowing them done. Bows are for people who really wanna stay away from the action, they're powerful and as long as their aim is good, they're hard to fight... If your at a range, getting up close can result in a few issues for them, however they have more maneuverability as the dangerous parts of the weapon are in their quiver rather than as part of the bow itself most of the time, thus meaning that one can move very well with a bow, generally. I could go on, but if I keep typing this will go past the text limit of the site eventually. Just note that knowing what your weapon can and can't do is important.

 

Area you're fighting in:

 

In certain locations, certain weapons don't work, in example, a tight corridor is not a place you want to be as a user of a lance. Understand your weapon's attributes in the location.

 

 

Finally, terrain and advantage of the area you're in. 

 

 

What land is it that you fight in? The grassy plains, dry and dusty? The frozen tundra where the ice goes so deep and thick that you could never find the water it froze over? The ground you stand changes the very nature of the fight. In the dusty plains, you can use the dust to hamper the enemy sight or do tons of damage with fire of some kind, or in the cold, ice would improve heavily in strength, you can use the ice to preform some extremely neat action shots or hamper the opponent's mobility, you can use the land for specialty attacks not normal or easily preformed using the land, involve a polar bear for hell's sake! It's fun and crazy to incorporate the location into a fight, don't keep it static in one location or only move to make one move. Destroy the place, if it is so needed! Study the way your locations affect combat, nature is important to the balance of a fight.

 

Plains: Grassy, dry normally or if not the grass is well-watered and vibrant, either way the soil is generally good for growing but slightly loose, not firm enough to be like sandstone, solid rock, ect., often times there are trees of some kind that work there. The ground is solid enough for fighting on, but don't expect to use the ground like a point to come at an opponent from, I.E., one of my signatures, to plant the weapon I use in the ground in some way and use it for other angles of melee attack, either with fists or my secondary weapon, the ground is too loose for that to be viable. However, areal attacks can be viable due to the open-air nature of plains/grasslands.

 

Mountains: Cold, lots of hard rock everywhere, can be snowy or lush or lack any sort of unique look to it and be pure stone, good location to fight in for abusing the land quite a bit, but the land can be tricky and limit movement as well as provide some awkward angles where you fight in.

 

City's are similar to Mountains, however, the land is much easier to traverse, but the buildings in a city are very good for incorporating some terrain-based attacks and progression, however people, vehicles, the way the land was developed, ect. can be inhibiting factors. 

 

I could go on, however this is getting to be a tad long. Look at the elements you have at your disposal and make extreme usage of them, it's important to if you want to gain the upper hand.

 

 

That's it for today, if you want some more in-depth, post a comment on a subject! When I get time to, I'll post a response with more info on the topic you ask for, happy trails!

 

 

That's the short-term?! I can't imagine what the long-term looks like.

I'm ready to start up the rules of the battle whenever you are. But just wondering, would it be fine with you if I used my V-mon OC in our battle? I made sure he is capable of holding his own. He is able to use his signature keyblade, The Kingdom Vee; He can use Magic like Water, Fire, etc.; and if it isn't too much, he is also able to use Drive forms, even accidentally turning into Anti-Form.
He is normally known as a speedy Digimon, so he is already pretty fast.

If there's any questions you have, feel free to let me know. (Other than why I want to choose V-mon.)
I also have another OC, so if battling V-mon seems a little weird for ya, I could use them instead.  :)

 

I'll be honest, fighting Veemon is a bit weird for me, however, if he is your preferred, I won't say no. Personally, I will be using a bit of a fan favorite of mine, Sandrew in our fight. His preferred combat is magic, but he isn't too bad with melee either. He carries what I call a Breaker sword, which is in the middle of a great sword and a Buster Sword in size, as well as two knives and is armed with signature power of my design the Reign's, which boost either strength at the cost of the body taking damage, magic/specialty techniques in exchange for stamina, or the person's body for both plus an increase to speed, the boost is in fact greater than the previous two but costs a lot more to use. Sandrew is known for his ability to also transform into Elemental's and his sword follows suit.

 

Considering both of their natures, I say we use stock fantasy rule set. To keep this small, ten posts total for each of us total. Sound good?

He's going easy on you Steve he chose Sandrew

Well Steven Drake.

 

Here's the thing, you need to be aware of your characters weakness and strenghts, know who to engage and who not to, and the area  you fight in as Riki said, has a lot of impact on your fighting capability, if you're confident in fighting a character thats higher power than you you can resort to what I usually do with my characters.

 

Which is trickery: You can do this in a variety of ways, setting up a hidden trap, prepare an ambush in case you're losing, prepare some boosting items for yourself if you are a science heavy character, or even TAUNT the enemy so much that he uses his full power on you, if you can hold out long enough against them, on the defensive, you can be damn sure that their power will wane eventually, bringing them down to your level (although its a risky strategy).

 

 

Theres a variety of ways you can win fights, be it environment, pure preparation, etc.

 

 

Be wary of the hardcore fighter though, Mostly Riki, Disgust and some others, they won't hold any punches.

 

Neither will I...but im not that good :P I improvise 95% of what I post.

Considering both of their natures, I say we use stock fantasy rule set. To keep this small, ten posts total for each of us total. Sound good?

Sounds good to me, I guess. You said something earlier about a well thought out paragraph for our actions, right? And what should we say when we decide to accept a hit? Because that would only be fair, right?Well, either way, as the old saying goes, "Never underestimate your enemy." I hope to have a fair battle with you, Riki.

He's going easy on you Steve he chose Sandrew

Eh, it's fine, Since this is only for practice. I'm not even using V-mon's Digivolutions, so it's fair for Riki and I. :) And I doubt that Riki would underestimate me. Not many people think V-mon is powerful, but they haven't seen what he alone is actually capable of.So Riki, would you like the first turn? I'd like to see how someone else begins a battle!(BTW where is our battle taking place? In a field, wasteland, coliseum, or what?

Edited by Steven Drake (SteVentus)

lmao Sandrew is jut as powerful as his other mains, he's just a wimp so that's why I said he was going easy. Sandrew could still thrash just about anybody.

 

And if you guys wouldn't mind, I'd like to partake in this practice fight. I'll use my full-powered Ryonne, who is a swordsman with a rifle, along with buffing magic, super speed, and sword aura (basically can create incredibly powerful swords out of his own life energy and with multiple properties). I want some more PVP practice with him.

Should I bring full power dreadnaught armor Henry? :P

Nah, not into that fight. I'll go one on one with Neena against Henry if you want though.

lmao Sandrew is jut as powerful as his other mains, he's just a wimp so that's why I said he was going easy. Sandrew could still thrash just about anybody.And if you guys wouldn't mind, I'd like to partake in this practice fight. I'll use my full-powered Ryonne, who is a swordsman with a rifle, along with buffing magic, super speed, and sword aura (basically can create incredibly powerful swords out of his own life energy and with multiple properties). I want some more PVP practice with him.

I can win, it's still possible. I mean, he didn't make his characters invincible and so they can be beat.I'll leave it up to Riki if you can participate. I really just wanted to do a regular battle with no full-power stuff and just one-on-one. I don't want to get involved with so much stuff. I want to enjoy a battle, not just "do" one.(And remember guys and gals, I am not fully familiar with your characters and neither are you with mine.)Sorry, I am kinda overwhelmed by all the stuff going on. I'm gonna just send Riki a PM for our battle.

Edited by Steven Drake (SteVentus)

Nah, not into that fight. I'll go one on one with Neena against Henry if you want though.

 

Doubt Henry has a chance against her :P

Nah, it's kind of a poor match-up, particularly if he goes dreadnought. She doesn't have anything that can pierce that armor.

She can kick his ass at the beginning of the fight, he has to charge up enough to go dreadnaught. however if she can make a precise attack fueled with full light power (be it a laser beam of some such, not like he can dodge with it), it would pierce through his armor, and leave a dent in it, while it tries to repair itself, she can attack.

 

What Henry lacks in power (Least start of the fight) he makes up for versatility, able to use all elements embued with darkness as well as the void, dreadnaught being the ultimate earth skill (The reason he was granted Dreadnaught in the first place is because he romanced the earth spirit in the RP he origniated from xD, thats why the thing is so darn powerful)

 

Think of Henry like Asura in Asura's wrath, he needs to build up energy in order to do something, (In asura's case its rage, in Henry's its pure darkness power)

 

However when Hector takes control, all hell breaks loose.

Edited by Scrapmaster

Well Steven Drake. Here's the thing, you need to be aware of your characters weakness and strenghts, know who to engage and who not to, and the area  you fight in as Riki said, has a lot of impact on your fighting capability, if you're confident in fighting a character thats higher power than you you can resort to what I usually do with my characters. Which is trickery: You can do this in a variety of ways, setting up a hidden trap, prepare an ambush in case you're losing, prepare some boosting items for yourself if you are a science heavy character, or even TAUNT the enemy so much that he uses his full power on you, if you can hold out long enough against them, on the defensive, you can be damn sure that their power will wane eventually, bringing them down to your level (although its a risky strategy).  Theres a variety of ways you can win fights, be it environment, pure preparation, etc.  Be wary of the hardcore fighter though, Mostly Riki, Disgust and some others, they won't hold any punches. Neither will I...but im not that good :P I improvise 95% of what I post.

 You cut that the hell out right now young man. You're just as good, if not better than I, don't sell yourself short. 

Sounds good to me, I guess. You said something earlier about a well thought out paragraph for our actions, right? And what should we say when we decide to accept a hit? Because that would only be fair, right?Well, either way, as the old saying goes, "Never underestimate your enemy." I hope to have a fair battle with you, Riki.Eh, it's fine, Since this is only for practice. I'm not even using V-mon's Digivolutions, so it's fair for Riki and I. :) And I doubt that Riki would underestimate me. Not many people think V-mon is powerful, but they haven't seen what he alone is actually capable of.So Riki, would you like the first turn? I'd like to see how someone else begins a battle!(BTW where is our battle taking place? In a field, wasteland, coliseum, or what?

 Never underestimate an opponent. Never. You can taunt them all you want but never let your guard down, I will not hold back, like Scrap said. If you don't go full force on me I will kill you.That said, we will be fighting in my favorite setting, a sacred forest. The land is good for footing and combo's off of the ground whilst limiting areal moment to the the ceiling of the forest unless we take to the actual skies and gives some nice angles for areal combat as well, and there is simething about the area that gives the serene feeling. 

I can win, it's still possible. I mean, he didn't make his characters invincible and so they can be beat.I'll leave it up to Riki if you can participate. I really just wanted to do a regular battle with no full-power stuff and just one-on-one. I don't want to get involved with so much stuff. I want to enjoy a battle, not just "do" one.(And remember guys and gals, I am not fully familiar with your characters and neither are you with mine.)Sorry, I am kinda overwhelmed by all the stuff going on. I'm gonna just send Riki a PM for our battle.

We can do in the PM, but you can join us in the thread. I was hoping for a demonstration of good sportsmanship and skill after today's post, so I will throw the challenge to Yuffie and Scrap for in thread, and you can join if you want.

You cut that the hell out right now young man. You're just as good, if not better than I, don't sell yourself short. Never underestimate an opponent. Never. You can taunt them all you want but never let your guard down, I will not hold back, like Scrap said. If you don't go full force on me I will kill you.That said, we will be fighting in my favorite setting, a sacred forest. The land is good for footing and combo's off of the ground whilst limiting areal moment to the the ceiling of the forest unless we take to the actual skies and gives some nice angles for areal combat as well, and there is simething about the area that gives the serene feeling. We can do in the PM, but you can join us in the thread. I was hoping for a demonstration of good sportsmanship and skill after today's post, so I will throw the challenge to Yuffie and Scrap for in thread, and you can join if you want.

Whoa-kay. Slow down there. Woo... So... Let's not do a whole "killing" thing. I'm not that kind of guy. We're just doing practice, remember?So you are making a separate thread for you guys, and you'll then also do our RP in the PM I made, correct?

Whoa-kay. Slow down there. Woo...So... Let's not do a whole "killing" thing. I'm not that kind of guy. We're just doing practice, remember?So you are making a separate thread for you guys, and you'll then also do our RP in the PM I made, correct?

 

One thing you need to keep in mind, to truly master fighting, you must be beyond death.

 

And no I don't mean just flat out come back from life.

 

Its just that going for the kill is just more thrilling.

Whoa-kay. Slow down there. Woo... So... Let's not do a whole "killing" thing. I'm not that kind of guy. We're just doing practice, remember?So you are making a separate thread for you guys, and you'll then also do our RP in the PM I made, correct?

The beat practice is the most serious, in my opinion that's why I knock Yuffie around 24/7 /shotNo, actually. This thread is for everything combat, so we will be using this one. But I will be doing private in PM with you as well.

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