Author Topic: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]  (Read 3598 times)

Irick

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #15 on: July 14, 2007, 12:39:15 am »
you must seem to really dislike mages cuz those guidelines suck.  If you are RPing as a high-level mage, then low level spells will just about always cast successfully.  It'd be the high level spells that have a chance at failing.  However, think about it...what would cause a spell to fail?  I think that you'd just lose your physical energy after casting spells instead of such a low chance to hit.  After casting a huge dooms-day spell or soemthing, you'd be too weak to stand up or cast any spells for a period of time.  Remember, with most spells, the spell caster has a chance to miss the target if it is moving, and with projectile spells the target has an additional chance to dodge it.

i do not hate mages, i just have no information to use. i wrote these rules up so that magic dose not over power anything else but is still useable. as for the dooms day spell, that is addressed in "committed spells"
i will revise this once i get information i can use.
also, as Entevir pointed out, even simple spells are simi-time consumeing, even if it takes you only a second a cast a spell, your opponet may have time to get a sneaky attack in and you can not be running, i assume because it breaks consntration [can't make a judgeing system for that untill i know] so i just took a number that felt right to represent all those possable distractions and made a dice system for it, which i do not like usealy. i like the fights to be based on more structured thought than a random number. [enviromental stuff will allways have /roll, i will make a judge system for that later on] i hoe by the end of this to have systems for all parts and weapons in game. along with possable weapons, like a stick you pick up from the ground [/roll how meny trees in the area vs an enviromental roll by the judge to determine streanth of the stick, muhahaha!!!]

i will do custom weapon sets, just give me the discription of your weapon or drawing and matirial.
« Last Edit: July 17, 2007, 07:58:45 am by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Irick

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BKTR, Judging system
« Reply #16 on: July 18, 2007, 07:24:56 am »
Judging Rules:

draft v1.2

these are complicated, and not full in this post. please note that these rules are changing and that so far there are no judges qualified to host a tournament other then myself. i will post a list of qualified judges here as they appear. if you are interested in testing for judge position, please contact me.


The Role of the Judge:


first off is the role of the judge, the judge is the neutral third party in these fights and is essential. the judge also has the responsibility to know all the rules and /roll systems. only the judge may decide to /roll for an environmental factor. the judge may decide if a move is invalid, though the player may challenge the ruling [if you actually have the patience to] by having all parties involved send me the logs of the duel.
if a player finds that a judge may be acting one sided they may request for another if one is online.


Now the basic [non qualified] judge rules:


Before duel


  • judges must first ask [in tell] for all weaponry and abilities that may be used in the duel and keep tabs on it.
    • [this includes glyphs as well]
    • [the judge may decide that an ability is just to much, i.e. god like, to use.
    • there will be a list of approved abilities for qualified judges to make the duel recognized by the BKTR. please PM me with abilities, buffs and debuffs associated with them, if you want them useable in BKTR duels.]
  • judges may then /roll a 4 sided die.
    • one and two being clear day [environmental factor effects for a clear day are wind based]
    • 3 being overcast [environmental factor effects for overcast can be wind or light precipitation based]
    • 4 being stormy [environmental factor effects for stormy can be heavy wind, heavy or medium precipitation, or, rarely, lightning based]
    • [rules for this change in a tournament, and can change based on in game weather conditions. i expect judges to be able to keep up with this and be creative with environmental factor effects.]
  • judges will then /roll 20, as will the players, the one closest to the judges number has the choice of striking first, or a slight advantage on a counter strike. [defendant rolls 8, attacker rolls 10, higher number wins his action, if the roll winner opts for the second choice a second roll is preformed with the roll winner as the attacker]

During Duel: 

environmental factor rolls
  • judges may decide to take an environmental factor roll at any time, though with a mandatory 2 turn pause between rolls. the roll system is as follows:
    /roll 4
    if result is 1 nothing happens
    if the result is 2 a light effect [minor debuff on ranged attacks, -5 to roll, such as a gust of wind]
    if the result is 3 medium effect [debuff to ranged (-10 to roll) and possibility of slipping [moving players during that turn take a environment penalty roll, player rolls first, then judge. /roll 20, slipping can end a duel, but the player taking advantage of the fallen person must roll against the judge as well] and possibility of visibility loss [like a thick fog, in the case of fog the judge rolls a D20 for thickness, players effected by sight loss roll against that initial number before they can attack or defend. ]
    if the result is 4 a heavy effect, like lightning strikes, may be used.
    [i expect judges to be able to make reasonable choices of effects, however, for beginning judges i will later post examples. i will start on this list "whenever i feel like it"]

why it is suggested for a judge to take an OOC form of swordsmenship:
As any swordsman will tell you, when practicing a sword art you learn the "do"s and "don't"s of swordsmenship. these are essential for a judge to be able to properly judge a match. most people in planeshift have seen Hollywood sword fighting films, where every strike is dramatic and over extension is just another form asset. while these look great on screen, they would be useless in a sword duel and would most likely get you killed. it is important that judges know a real sword style, even fencing will do, so that they can mentally be able to judge correct attacks from the hollywood variety.

Speed and reach advantages 
there is really not much i can can do for this, just to say, if some one attacks a longsword with a pair of daggers, he better be locking blades with one of his daggers or he is going to get stuck. and claymore vs... anything, better get the first hit or he is doomed. oh, and that reminds me....

Special weapon cases
  • Claymore: using this weapon is a way to end a fight quick. while using the claymore, you may not wield anything else, it is a two handed weapon. Claymore full hits are instant wins, but leave you open for counter attacks.
    counter attacks are fatal to claymore users, unless armored [armor rules and rolls will be added soon, until then, armor is simi-useless, as are claymores, unless you are _reaaaly_ lucky]
  • Daggers: using this weapon is to favor speed over brute force, to represent this, daggers users will get to post two strike zones at once per weapon, while the sword user must find a way to block both zones with one, strong [not a flick of the wrist] move. however it is near impossible to block with daggers so the user move out of the way, or take a agility -50 roll against the sword user's to block [little tiny blocking surface, will break if you block a committed strike] and committed strikes have an extra roll /roll 10, if you beet the defender's roll than you hit a kill area
{to be continued]


« Last Edit: July 18, 2007, 08:10:18 pm by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Duraza

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #17 on: July 18, 2007, 02:42:47 pm »
Wow lots of rules. I'm guessing your school is coming along well  ;)
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Irick

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #18 on: July 19, 2007, 02:36:46 am »
Minimalist judging rules.


i know all the rules i posted above seem a lot, so i have compiled the true base of judge rules here for quicker games.



rule one: know everything the players might use in a duel.

rule two: exercise common sense on moves, if someone has blocked an overhead strike with a two handed weapon, and the other player stabs with a hidden dagger, the player already blocking can not switch that quickly.

rule three: all hidden moves must be told to you before hand or they do not count.

rule four: committed strikes must be told to you before hand or they do not count.

rule five: keep track of player hits, ten non-committed hits will count as a win.




i hope this will still work and will be easier for players to remember.
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu