DFRP Battle Rules (Outdated)
Dec 30, 2013 0:03:27 GMT
Post by Hakase Agumon on Dec 30, 2013 0:03:27 GMT
[/b] This means that you cannot judge or be in complete control over whether or not your Digimon's attack hits your enemy. Your post must state that you are trying to hit the enemy, not that you've successfully hit them.BATTLE RULES
Here you will find a general manual on how to participate in battles that take place in the Digital World. These guidelines are very important! Battles are the staple for Digimon growth and development at DFRP, and your main source of posts (and occasionally, Bits)! Below you'll find an index, which can be helpful if you're looking for a specific set of rules. We don't expect you to know everything, especially if you're new to forum-based battles and fights—but we do expect for you to be familiar with the rules. Failure to follow them due to ignorance or absent-mindedness will result in appropriate punishments.INDEX
Hit "CTRL + F" and enter the section number to skip to something specific!
00A..........Basic Criteria
00B...............Powergaming
00C...............Absorbing Data
00D...............Technique Assimilation
01A..........Random Encounters
02A..........Player Vs. Player
03A..........Boss Characters
04A..........Tournaments00A : BASIC CRITERIA
Here are a few of the basic principles for fighting on DFRP that we expect you to remember. If everyone sticks to the criteria listed here, we have fewer problems; smoother battles; better quality posts; and far less drama! If you don't understand something, don't hesitate to ask a Staff Member.
In battle, you may...
- Attack, defend, or evade! There are no specific rules for this, but I can tell you to be modest with this—how many attacks can your Digimon realistically launch or defend against? How many can they realistically evade, as well? If we think you're power-playing, you will be called out and warned.
- Be creative! We love well-thought out and typed posts! Take some time, and take pride in your typing skills!
- Be on your toes! Head-on attacks work, but if you come up with a clever plan or tactic alongside it, you're more likely to win a fight.
- Ask questions! If you're not sure about something, PM a staff member for clarification, or talk to whoever you're in a thread with!
In battle, you may not...
- God-mode—This can be described as either being invincible in any/every way, being ultra-powerful for no, legitimate reason, or generally doing things that go beyond the limits of what your character is allowed to do or is capable of "normally" doing. Your character is not a superhero, nor are they superpowered human beings, nor are they cybernetically or bio-genetically enhanced experiments.
- Metagame—This is described as having information or knowledge beyond what your character actually knows In-Character, or obtaining information and knowledge without a legitimate explanation. Nobody's omniscient or beyond-genius level, so don't do it, and stay within your character's limits.
- Powergame—This is described as taking control of an opponent's actions without their consent, or having a complete disregard for your opponent's actions entirely. You will not evade every attack thrown at you, nor will any of your attacks "successfully" hit an opponent all the time—in fact, the latter can't be done at all; it's considered a form of "auto-hitting", and it's frowned upon. Control your own character, and be realistic with how you do it.
- Use attacks not stated in your profiles—creativity is admired here, and we love to see this kind of stuff happen, but combining a forward tackle and "Nova Blast" does not make "Flaming Meteor Death Rush Attack". Obviously you can use normal physical attacks like scratches and kicks without listing them in your profile so long as they have no additional "supernatural" power.
- Kill or de-limb an opponent. Really, just not very nice. You must get your opponent's permission of either or these, even if it's an NPC.
- Portray your opponent unrealistically. Don't portray an enemy you face down like some idiot that takes your attacks without question, then begs for mercy (unless they actually do). Be respectful, again, even if it's just an NPC. This encompasses not only the opponent's behavior but also their state. For instance, one cannot portray an enemy who has taken shallow cuts as one who has taken numerous deep gashes.
- Use more than one attack per post. It doesn't matter how fast your digimon is, each post is limited to only being able to launch a single attack from your attack list per post.
Battles are judged based on...
- Creativity: The original ideas and thoughts behind the post.
- Strategy: How well it adapts to your opponent's posts in response.
- Description: How constructive the post was, as well as how consistent it is.
- Justification: How well you justify your attacks and strategies and explain why it should be valid.
- Awareness: Taking into account other characters, attacks being performed and environmental aspects.
- Respect: How well you behave in battle towards your opponent (and teammates).
Remember! Staff will always have the final say on fights! If you have doubts or feel something isn't fair, ask a Moderator or Administrator and have them look at the thread.00B : POWERGAMING
First of all, remember one of the most important (and most overlooked) rules of a battle! There is no powergaming.
INCORRECT EXAMPLE: "Veemon charged towards his enemy, lunging forward as his 'Vee-Headbutt' slammed into the enemy Impmon's stomach."
CORRECT EXAMPLE: "Veemon bravely dashed forward as his legs pushed him through the air, his head glowing with power in an attempt to ram himself into the enemy Impmon. 'Vee-Headbutt!!' He could only wonder if his opponent wasn't expecting his recent move."
00C. Attacks:
We actually used to have a suggestion at the top, but apparently some bonehead got rid of it. I'll reiterate exactly what it said for you:
"Would I mind being on the receiving end of the attack? How badly would it affect me if I got hit by it? How long would it take to recover? How easily can I dodge this? Would I be OK with being on the receiving end of the attack if all of the best circumstances (for the attacker) are met?"
Now then, obviously, with the ruling in place, there are some things that are plain off-limits. Aside from that, there are things you can and can't do, unless you find a way to neutralize it. Maybe you want an attack to have a certain power, yet are unsure if it's going to come off as being a bit too potent. You add a drawback or a way to nerf that attack, making it easier for a staff member to check. Just think about the attack in general when you get to it.
3A. Status Effects
I don't know why, but some people really don't add a little thing to make it easier for us. How long does such-and-such last? So you have an attack for poisoning, right? Am I going to stay poisoned the entire match? Most likely not, as it ends up in a dense state to where status effects don't always last on a digimon. This doesn't mean you shouldn't use any in general, you just have to make them fair if you want to attempt that little bit of an upper hand.
This applies to:
Attacks using a status effect.
This does NOT apply to:
Everything else in General.
Now, what is a fair limit on how long a status effect should last? Well, it's a bit level dependent, obviously a champions poison would be more potent than that of a Rookie. Just don't go too wild with post times and such. Oh, And yes, count it in posts rather than in Time, the track of time can't be truly measured in forum roleplay. Now then, let's get in to what a Mundane post time would be, Shall we?
I'll make a small guideline of what I consider to be fair for a NORMAL status effect as fair as it's concerned:
Rookie - One to Two Posts
Champion - Three to Four
Ultimate - Four to Five
Mega - Six at the max.
Super Mega/Biomerge - Seven at the max.
Now then, obviously, for each level you can choose less and you have every right to. I said NORMAL though, Didn't I? That's more in correlation to something like Average burning or average poisoning, where you can feel it and get fatigued over time, but it won't directly cost you. Sure, the pain will stack, but you're capable of fighting it and still defending yourself to the best of your ability. If you believe you have something a bit more awkward in relation to those, maybe lower the post time or even add a drawback.
Regarding cooldown, this is the amount of time you must wait between using the same attack again. The cooldown begins after the move is finished. For moves that last multiple posts such as status effects, the rule for cooldown is that it should be between one and two posts, depending on the severity and length of the move. Generally 2 posts are suggested for shields, healing moves, and more powerful/long lasting status techniques.
Do note that cooldowns are potential method of drawback. However, you are free to use other methods of drawback on attacks of the following nature:
Attacks with effects that last longer than one post
Status effect moves
Shield moves
Healing moves (especially self-heals)
Moves that highly affect the terrain (ie, change weather)
CORRECT EXAMPLE: "Veemon bravely dashed forward as his legs pushed him through the air, his head glowing with power in an attempt to ram himself into the enemy Impmon. 'Vee-Headbutt!!' He could only wonder if his opponent wasn't expecting his recent move."
00C. Attacks:
We actually used to have a suggestion at the top, but apparently some bonehead got rid of it. I'll reiterate exactly what it said for you:
"Would I mind being on the receiving end of the attack? How badly would it affect me if I got hit by it? How long would it take to recover? How easily can I dodge this? Would I be OK with being on the receiving end of the attack if all of the best circumstances (for the attacker) are met?"
Now then, obviously, with the ruling in place, there are some things that are plain off-limits. Aside from that, there are things you can and can't do, unless you find a way to neutralize it. Maybe you want an attack to have a certain power, yet are unsure if it's going to come off as being a bit too potent. You add a drawback or a way to nerf that attack, making it easier for a staff member to check. Just think about the attack in general when you get to it.
3A. Status Effects
I don't know why, but some people really don't add a little thing to make it easier for us. How long does such-and-such last? So you have an attack for poisoning, right? Am I going to stay poisoned the entire match? Most likely not, as it ends up in a dense state to where status effects don't always last on a digimon. This doesn't mean you shouldn't use any in general, you just have to make them fair if you want to attempt that little bit of an upper hand.
This applies to:
Attacks using a status effect.
This does NOT apply to:
Everything else in General.
Now, what is a fair limit on how long a status effect should last? Well, it's a bit level dependent, obviously a champions poison would be more potent than that of a Rookie. Just don't go too wild with post times and such. Oh, And yes, count it in posts rather than in Time, the track of time can't be truly measured in forum roleplay. Now then, let's get in to what a Mundane post time would be, Shall we?
I'll make a small guideline of what I consider to be fair for a NORMAL status effect as fair as it's concerned:
Rookie - One to Two Posts
Champion - Three to Four
Ultimate - Four to Five
Mega - Six at the max.
Super Mega/Biomerge - Seven at the max.
Now then, obviously, for each level you can choose less and you have every right to. I said NORMAL though, Didn't I? That's more in correlation to something like Average burning or average poisoning, where you can feel it and get fatigued over time, but it won't directly cost you. Sure, the pain will stack, but you're capable of fighting it and still defending yourself to the best of your ability. If you believe you have something a bit more awkward in relation to those, maybe lower the post time or even add a drawback.
Regarding cooldown, this is the amount of time you must wait between using the same attack again. The cooldown begins after the move is finished. For moves that last multiple posts such as status effects, the rule for cooldown is that it should be between one and two posts, depending on the severity and length of the move. Generally 2 posts are suggested for shields, healing moves, and more powerful/long lasting status techniques.
Do note that cooldowns are potential method of drawback. However, you are free to use other methods of drawback on attacks of the following nature:
Attacks with effects that last longer than one post
Status effect moves
Shield moves
Healing moves (especially self-heals)
Moves that highly affect the terrain (ie, change weather)
01A : RANDOM ENCOUNTERS
Fights between a Player Character and a Staff-controlled Non-Player Character are called "Random Encounters". In these battles, you will be pitted against a Non-Player Character Digimon controlled by a staff member. These will take the form of encounters that happen without cause or warning; however, it is possible to specifically request an attack on your person in <NPC for Me.>
Basic NPC Fight Rules
- You must adhere to the <NPC Rules.>
- Please, do not argue a Staff Member's judgment. If you have an issue or believe their judgment was unfair in any way, please take it to a higher Staff Member.
- If you do not wish to be specifically attacked (or experience a "Random Encounter"), please specify this in your threads. Otherwise, all threads that are posted in solo will be considered fair game for Staff.
- If you wish to specifically be attacked, please post in the "NPC For Me" board. You may request a certain level of Digimon, and—on occasion—a specific Staff Member; however, keep in mind that not all Staff Members are available. As a rule of thumb, we will usually refuse to take requests for a specific Digimon.
- Even though you are fighting a Non-Player Character Digimon, treat the battle as if though it were a Player versus Player (PVP) Battle. If you want to fight multiple opponents, this is okay—however, do not expect an Ultimate Digimon will be able to go toe-to-toe with three (or even one) Mega Digimon. Additionally, do not believe your Champion Digimon will be able to easily dominate five or more Rookie Digimon—you will be soundly defeated.
- Most importantly: DO NOT EXPECT TO ALWAYS WIN. Losing a battle is just as natural to roleplaying as much as winning. You are not perfect; and as such, you will lose from time to time. Don't count this as unfair—it's simply a part of the game.
02A : PLAYER VS. PLAYER
Player versus Player, or "PVP Combat", is exactly what it says on the tin—you will be pitted against an actual Player Character, instead of a Staff-controlled Non-Player Character. PVP Combat can be friendly one-on-one spars, or—should both parties consent—be grueling battles to the death. The same rules apply to these types of battles, but we may be a bit more strict with the rules since there are two (or more) roleplayers involved.
In Player Vs. Player battles...
- Staff has the final say on anything that goes on between fighters! If you think your opponent is being unfair, take it to the staff!
- Any complaints with another member you are fighting against shall be kept in PM's and taken to staff. Making this public is a nuisance and utterly not needed. Should this persist, the battle in question may be locked.
Remember! You're battling a real person, so we ask that you remain especially respectful, while staying In-Character.
03A : BOSS CHARACTERS
During the story's progression or through a certain event, there will occasionally come a time when enemies that are far more powerful than any member here has ever faced before will take rise. These are called "Boss Characters", and they are the strongest of the strong; the meanest of the mean; the baddest of the bad. Not all Boss Characters will be portrayed as villains or baddies, however—some of them are virtuous and fight for good; others may be neutral, and want no part in a conflict. Whatever their motives, they're tough, so don't expect to topple these titans without a good fight.
Be aware that Boss Characters are going to be more powerful than members through many means: as such, they will have specific and often powerful privileges and advantages most members will not receive: as such, expect them to powergame by marginal—but not significant—amounts. Please, keep in mind that they are "Boss Characters" for a reason—you will have to come up with additional strategies to overcome these characters.
In a Thread or Battle with Boss Characters...
- There may be limitations on how many roleplayers can participate in threads or battles.
- Certain attacks, or attack types, may be restricted or forbidden from use.
- Boss Characters will usually have more of an advantage over members in regards to strength and cunning, even if members are quite capable of going toe-to-toe with them through normal standards.
- A Boss Character may require you to defeat it several times before it is soundly destroyed, or dispersed into Data.
- Special tasks or objectives may have to be completed before you are given access to a Boss Character.
Remember! Boss Characters may or may not have specific conditions or rules during fights with them. Please be sure that any Staff Member in charge lists any and all restrictions or special rules before any thread with a Boss Character is kicked off!
05A : TOURNAMENTS
Every so often during holidays and special events, you might see an announcement for a Tournament pop up. Tournaments vary from time to time, and each of them will have their own, special set of rules. On average, each set of criteria for each Tournament will have their own post, usually with a small announcement to lead you to them. Keep in mind that rules will vary in intensity, based on the Tournament and its background, so be prepared for anything!
Specific tournament details, along with participants and winners will be added here once completed.[/blockquote]
[If you have any questions or need anything clarified, feel free to PM a staff member. :3]
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