All about Combat (In Character) I
Combat is debatably one of the most exciting parts of Role-play.
There are many ways to RP combat, but one golden rule you should always follow is:
Communicate with your RP Partner!
You and your partner can make up whatever rules you want, as long as you both understand them and follow them! For a major event you could even decide on the winner before hand!
In this three part blog post, I will:
- Definitions and a list of the common rules accepted for combat in FFX|V
- Offer some RP tips on how to fairly, clearly and dynamically Role Play Combat
- Give an example of some Combat RP
Common Rules accepted in FFX|V
- A Role Player shall never act for, or role-play the actions, of another player during combat.
- If not agreed upon before hand, initiative (first move) will be decided by a dice roll (/random).
- Member with the highest roll goes first
- The first move, and all subsequent moves, will be role-played without a definitive outcome.
- Every move will be an 'attempt'
- Once a move is performed, a dice will be rolled (/random)
- If the attacker rolls higher than the defender, the move hits.
- If the attacker rolls lower than the defender, the move is a miss.
- The defender ALWAYS role-plays the response to a move made against him/her.
- If the defender rolls lower and gets hit, they role-play their reaction to getting hit using information given or gleaned from the attacker. They also take that opportunity to start role-play into their own move, thus becoming the attacker.
- If the defender rolls higher and does not get hit, they role=play their defense/dodge/block using the information given or gleaned from the attacker. They take this opportunity to start role-play into their own move, thus becoming the attacker.
- This exchange of Attacker and Defender roles continues until a predetermined number of successful hits is made, thus declaring a winner of the combat session.
Parts 2 & 3
Role-play Tips for combat
Regardless of the venue, good role-play is a balance between effective descriptors and concise descriptors. You want to paint a picture for your partner without holding their hand through your post.
In combat, you want to be creative and let your character come alive but avoid controlling your partner and their actions.
Here are some examples of good combat RP and bad combat RP:
BAD: /em gets slapped. Takes Zancari Kohl's hand and slaps him with it.
GOOD: /em doesn't flinch as he gets slapped. Doesn't skip a beat and reaches for Zancari Kohl's hand before he can retract, and tries to slap him with it.
NEITHER: /em stands his ground, his cheek glowing red a few heart beats later. Hiding a flinch his eyes land on the wrist of Zancari Kohl. As if in slow motion he reaches towards the muscular wrist in attempt to grab it, and lift it towards his opponent and up; trying to slap him with his own palm!
The first post is bad because not only is it short without any interesting descriptors, but it also controls another playable character.
The second post is good! It's a modest blend between an insightful reaction to getting hit and a non-intrusive subsequent action.
The third post is neither good nor bad - it's middle of the road and totally a stylistic choice. The golden rule was adhered to, however the over descriptive words and lengthy post may be tiring in long combat RP sessions. However, please do not let this discourage you from being as descriptive as you want to be! I personally love being descriptive!