01-18-2006, 07:20 PM
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#16
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FFR Player
Join Date: May 2005
Location: TGB
Age: 36
Posts: 6,878
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RE: Re: RE: Re: RE: The Official Rules Of Battle Writing
From my experience in RPing (pretty much all I did on the computer ages 9-13), there's two ways of doing this and both ways suck.
1) No declaring the results of your attack, as this is godmoding. This one sucks because both roleplayers won't stop dodging. Result: The realistic guy who lets his guy gets hit most loses.
2) When you attack, mention damage to maximize realism. This one sucks because both players won't stop hitting overdramatically. Result: The one who states they hit most/hardest wins.
This makes for an unrealstic and frankly boring battle that erupts into arguing unless both roleplayers are extremely passive, in which case it's just unrealistic and frankly boring without the arguing. Battle isn't a dance, where there's an exact way to do it - it's a facing-off of battle skills. If you decide when you dodged and when you hit in battle, it wouldn't be a fight. Hence why a battle system is needed if you even want to attempt this sort of thing with a decent result.
I had a really complicated, drawn-out one on my roleplaying site way back when based on the trust system, but it got deleted when I went on vacation due to "administrator inactivity". Screw you, Avidgamers.
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Last edited by Tokzic: Today at 11:59 PM. Reason: wait what
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