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| Welcome to Sectarians of Eliraihah.. We are a group of those striving to create a utopia for roleplayers and writers alike, and provide a shelter from the normal confines of society. On our behalf, enjoy yourself. Your friendly overlord, --Crimson Knight |
| The Combat System; And its changes from GW1 and 2 | |
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| Tweet Topic Started: Jun 15 2010, 11:17 PM (221 Views) | |
| Post #1 Jun 15 2010, 11:17 PM | Kullervo |
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Grail Wars is, out and about, a total PvP RP. Unlike the previous Grail Wars, however, the Third War has a very high focus on character development, story, and interaction. This does NOT mean your goal has changed from ‘kill all your enemies’ to something else, however, this simply means you are to go about it a slightly more… relaxed? Manner. Paranoia is certain to run rampant but do try not to overreact. After all, if you suspect everyone who talks to you at school and forbid yourself from say, attending clubs in fear that someone, somewhere, is waiting to whack you over the head, you are not only a) destroying potential interaction which could earn you Fate Points, but b) making yourself seem suspicious to all, if any, Masters which could be watching. Grail War is not PvM which is the player is fighting minion like monsters (though this may occur as well), or even in situations where the player is fighting GM controlled bosses. Because, eventually, we all know everyone has plot armor, and the hero will find some way to beat his way through and win the day. And since we're all human, everyone thinks they're the hero. Rest assured, this is not the case. Having the GM's not playing actual characters in the game, we're free of any bias that most player characters would have, intentional or none. Therefore, we are the moderators of combat and it's victor. Make no mistake, I'm not saying we're going to tell you everything you can or cannot do. Nor is there some mysterious dice system in the background determining success or failure(though you can think that way if it makes you feel better). No, the system we shall use is based on dramatic convention (as well as Fate Points)Putting it simply, the better written, roleplayed, or generally more interesting an action is, the more likely it is to succeed. Now you may be thinking "Well what if I made the most awesome, in character, grammatically correct post about me one-hit killing someone." Obviously there are other independent variables, but those three are the biggest. It wont work – rather, it will if your target has a Fate Point. Another factor is time, related also to the time system. Basically, you need to strike a balance. While long, grueling, epic struggles do have their place, and a good one at that, not every skirmish has to be the fight of your life. There's usually plenty of chances to retreat from a situation that's looking bad, unless someone’s set a trap or ambush or something. Don't be afraid to run if you start losing, but be aware that if you don't cause some kind of distraction there's nothing stopping the enemy from chasing you. There will be no fights that last half a second this time around provided you give it your all and use the system as intended; you are spared from 1 hit kills, thus are able to prolong the fight. We trust everyone in this RP so far to be fair in their fights, and know that you're all capable of making quality posts. But please be aware that the end goal is to defeat all the other masters, even if it's not necessarily through killing them. The GMs will handle all your combat situations, as explained below. If a GM says that one post or another happens, then it happens, and there's probably not a way out of it. It is entirely possible (although very unlikely) that a Master could die very early on in the RP. If so, GM's will talk to you about possibilities, but in all likelihood you might be out of the game permanently, so stay sharp, and on your toes everyone. The Third Holy Grail War is close to starting! Due to the Fate System’s effect, many things have been discarded and new things that were imbalanced before now allowed, as those who signed up undoubtedly noticed. The previous combat system of X casts per post was a little too clunky, so it has been completely destroyed; from now on, there are no limitations on how many spells or actions there are per fight, even if you’re using 3x10 Line chants. However, this also dismantled the idea of fights being left purely to the two or more participants. The idea is that once a fight is initiated, all opponents are invited into a chat room along with a GM presiding over the fight, who will act as the judge and mediator between the two sides. He is there to document actions and make certain things don’t spiral out of control. When you wish to cast, or perform an action, say so in the chatroom, and it will be taken note of; the GM will deem if your chant finishes or not, and the effects of your attack, if any. Please note that once an action has been done, it cannot be undone; you will be asked if you’re certain you want to perform certain tasks. Your opponent then replies in kind. This continues until the GM or players deem the fight to be over, either by death or surrender/retreat. After that, the players use the events which happened in the chatroom to construct a series of actual posts, without deviating from the scheme. The handling of Fate Points also happens in the chatroom for the most part. Players are highly encouraged to make use of music for their combat (as well as other) posts besides their Music Box Theme, as this also has a high possibility of getting you Fate Points. Besides this, all other Nasuverse rules stay in effect. Final note: Servant combat functions on much the same way as Master combat, but it may or may not be slightly more influenced by certain elements of the plot. We're not going to make someone lose when they would obviously win just for the sake of plot, but it IS a factor, so if a servant fight doesn't turn out the way you expected, please realize this may be the cause. Servants do NOT use Fate Points, so their fights are almost entirely Dramatic Convention and GM decisions. |
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4:27 AM Jul 11