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 New Combat Guide

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Living Saint Bayul
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PostSubject: New Combat Guide   Mon Apr 29, 2013 2:44 pm

The Official Guide To Combat



So you have made you character, filled out the template, and gotten it approved. You have also chosen your jutsu, studied them, and know what it is that they do. Now you are ready to enter your first fight. There are some things you should know, however, before you charge into a fight. There is a saying that goes "knowledge is power." That is entirely the case here. It would be most unfortunate to run into a fight without knowing everything there is to know, or at least as much as is possible, about your opponent. It can be the difference between life and death. But enough with the general intro to the guide on combat and fighting. Within this topic, you will find the rules on large, important things, as well as the smaller, and yet just as important things. Large names such as metagaming and god-modding will come up and be explained, as well as statistics, amounts, and limits. Read up. Have fun. Don't die.

*Please note that techniques, jutsus, weapons, etc MUST GO IN SPOILERS UNDERNEATH YOUR POST OR THEY WILL NOT BE CONSIDERED AS USED. Thus the actions will be voided. This helps prevent someone from squirrling around with vague bullocks.

The Big Names
Metagaming & Godmodding Explained


Just like with any institution, there are always a set amount of big, major rules that must be followed and that are enforced more heavily than others. On this forum, these big rules are the rules surrounding metagaming and god-modding. Below each will be described. Do. Not. Under. Any. Circumstances. Break. These. Rules.

Metagaming:

In the past, metagamming has been an ongoing problem also. If you're not familiar with the term, it is when you use out-of-character knowledge to influence motives, events, behaviour, etc. within the in-character playing field. It is not logical for out-of-character experiences to have an impact on what goes on with your character and/or others' characters. There is no justification, at all, for metagamming on Naruto Revolution and it will not be tolerated. Anyone that is reported metagamming or caught doing so will be dealt with accordingly.

Metagaming:
 

God-Modding:

Like metagamming, GMing, also known as "God-Modding", has been a very large problem at hand in the past. In order to make sure that this does not happen again, the Staff will be vigilant in their efforts to make sure that this problem does not arise again. God-Modding is when a character does something illogical and/or abuses abilities that their character possess to make them seem "God-like" hence the term "God-Modding". As such, anyone that is reported to have God-Modded or been caught in the act of doing so will be dealt with accordingly.

God-Modding:
 

The Combat Basic Rule:
This is a straightforward, basic, and short rule that is not to be broken. This rule also, in a sense, is an extension of the metagaming and god-modding rules, but it is put in a more practical sense. This rule dictates the most basic rule of RP combat that has been used, unwritten or written, throughout ingoo history: that is the rule that anyone participating in RP combat has to write anything and everything they do. This may seem self explanatory rule to many, but to others, possibly those coming into the site with no experience in combat RP, it is something to take into account. This rule means that every action your character takes must be described, whether it is making a clone and then hiding it behind a tree where it is to wait for a surprise, or throwing a kunai with an explosive tag on it, you must write in your actions. This means that you cannot pull the old "my clone was waiting there, you just didn't know about it, and this has been my plan all along" as we see in the anime so many times, repeated over and over again. Instead, you have to describe the process by which you make the clone, as well as the process by which you hide the clone. Metagaming rules fight against your opponent automatically knowing that you made a clone, as well as using OOC knowledge to keep their character safe from the clone - the clone is just a classic example. This means, using the kunai example, one would have to describe the process of attaching the explosive note to the kunai, or, in the case of having a kunai that was already attached to an explosive note, just that; this means that you would write "Your character pulls out a kunai from his back pouch, and explosive note attached to it's handle already, before throwing it." This is done in order to be clear with your actions. If your explosive note is hidden in some way, say, by wrapping it around the handle, you still have to write that in; if the opponent claims to see something that is well hidden, or is obviously only seeing something due to the fact that he or she knows about it out of character (OOC), then staff can intervene and make a ruling in order to bring the situation to justice.

The Basic Specification Rule:
This is an extremely basic rule, and it pretty much dictates that specification, in most cases, is a first-come-first-serve thing. When I talk about specification, I am talking of course about the IC world that is created within every topic and post. Specifications include the time of day, the layout of the land, the number of people around you, etc. Should someone in your post fail to mention this, that, or the other thing, then you have the ability to mention it, and make it as you want. For instance, if someone posts a topic and talks about how happy their character is walking down the street, but says nothing about if it is day time or night time, feel free to add that in with your post. In combat, this can also be useful to know about, seeing as distances, colors, anything like that can be specified. If someone talks about a building, but never states how far away it is specifically, you have the right to specify that. This rule is made in order to clarify things, not in order to gain military advantage over another person, and if this rule is abused staff will intervene and call it. This is meant to add clarity, fun, and logic to a topic, not to suddenly switch something around, and make something illogical just because you have the ability to - because you don't and don't think you do. Individuals abusing this rule will be warned once, and if they have to be warned again, they may receive a ban, depending on the severity of the offense. Just don't go there at all; use this rule to best of your ability, being fair, fun, and honest, and you should be good.

The Posting Order Rules:
These are important, even though they are basic. This set of rules is to be followed all of the time, no matter what. These rules dictate and explain the basic combat posting order - as well as, in most cases, normal/social RP posting order; although social RP's posting order can change, and is more flexible as long as it is okay with the participants. This rule states that there shall be a posting order in every combat topic. Obviously, the person that posts in the topic first is the first poster of that topic. Obviously, the person the posts second, is the second poster in that topic. Can you see a pattern? Good. Let's take a combat topic with only two people for the first example. First person makes a post. Second person makes a post. Not it is the first person's turn to make a post. And the pattern repeats. If someone wants to add themselves into the fight topic, and it is okay for them to enter, then they can enter whenever they want - here is how the posting order changes: Let's say this third person adds themselves after the first person posted again, but before the second person posted again. If that is the case, then their order in the posting order is made to be after the first poster posts, and before the original second poster posts. If a fourth person wants to join, and is allowed to join, then they follow the same pattern. If they post their entrance, for example, after the third person (the original second poster), but before it loops around again to go back to the first poster, then that is where they enter the posting order, posting after the third poster, and before the first poster. Leaving the topic works in the same way, simply filling in the gap - pretty self explanatory.

Now that you have a pretty good sense of how the posting order works, as well as how to amend the posting order as individuals come and go, I will give you the more specific rule, and something that should be paid close attention in a combat RP. This is what happens when a post is skipped by someone; in short, try not to make this happen, seeing as it can be very detrimental. After a posting order is established, it is to be followed. Should someone post before it is their turn to post, they have pretty much said that, no matter what is done in the post previous to this, their character does what they are shone to do in the post that they made. Ill give you an example; let's use a combat RP topic that has three people in it for the example. For this example, we will say that the three posters are well into the topic, and the combat is heated and dangerous. If poster B posts before poster A, then poster A gets one free post where he/she can make his character do whatever he/she wants while poster B cannot dodge or react, seeing as they have already done that. To further the example: lets say that poster B posts before poster A, stating that he/she stood still, throwing a kunai before making a bunshin clone. Poster A would be able to attack, avoiding the kunai, and attacking poster B without fail, since poster B is unable to post a dodge to poster A's attack. For more clarity on this, ask a staff member, should it be needed. This rule can/should be avoided - just post in the posting order without fail, and you should be good. If you were simply confused, and it is okay with the other participants of the topic that you simply delete your post, then that is fine, you can go right ahead, and move on as if nothing happened. What is more, if you were simply confused, possibly you are new, and you made a slip up, posting before it was your turn, talk to staff about it - chances are they will rule in favor of you simply deleting the post and moving on. It is only enforced when the rule is broken on purpose for whatever reason. Read this guide, follow the rules posted here, and be friendly and you should be grand.

Statistics
Limits
Amounts


Ranks. Ranks are sort of a broad umbrella term which state the difference in power between different people and shinobi. However, within each rank, there are differences that constitute to the difference in power. Among these are speeds, strengths, durability, basic combat levels, and other things like basic carrying capacity. Below are a set of guides that will show you how fast ninjas of each rank, how strong a ninja is at each rank, and how many of what kinds of basic weapons a ninja can have by default at each rank.

Speed Through The Ranks:
This is the over all speed of the shinobi through the ranks. This refers to not only their basic movement speeds, like running at top speeds, but is also loosely related to their bodily speed. Obviously someone with a higher speed is going to be able to throw a faster punch than someone with a lower speed. As a note, taijutsu users add two miles onto each of these speeds, making twelve miles an hour for genin into fourteen miles and hour for a taijutsu genin; this only applies if taijutsu is the main specialty of the ninja.

Genin | C Rank - 18 mph
Chuunin | B Rank - 22 mph
Jounin | A Rank - 28 mph
Kage/Sannin | S Rank - 34 mph


Strength Through The Ranks:
This refers to the power behind a shinobi. This is measure in pounds, by the amount of weight that they can lift. Although this does not directly transfer into the power behind a punch, it helps secure some kind of ball park guess. Because of this, someone with a higher strength can obviously throw a more powerful punch. All shinobi with taijutsu main add ten pounds onto their maximum weight able to lift; this brings one hundred and seventy pounds at genin into one hundred and eighty pounds possible to lift.

Genin | C Rank - 200 LBs
Chuunin | B Rank - 350 LBs
Jounin | A Rank - 450 LBs
Kage/Sannin | S Rank - 600 LBs


Durability Through The Ranks:
This refers to the basic damage reduction that each shinobi has acquired through the years of training. This also refers to stamina levels of the shinobi, and their ability to continue fighting. This is measured by general description, used to give you a feel of what about your ninja can take. Keep in mind that shinobi with taijutsu main are a full five percent closer to the next higher rank than other shinobi; this means that, while normally a chuunin is 70% higher in durability than a genin, a chuunin would only be 65% higher in durability than a genin with taijutsu main.

Genin | C Rank:
You, despite your age, are about as durable as a fully grown adult. Training has hardened your muscles slightly, and you have taken multiple hits throughout your life. You know what pain tastes like, you have handled it before, but that does not mean your body can shrug it off. As previously stated, you have about the same endurance as a full grown adult. What is more, through all of the training that you have devoted your life to, you have gained a stamina that is similar to an extremely athletic adult, very in shape. Genin are about 70% lower in basic endurance than an average chuunin. This means that percents added to a genin's stats, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the endurance level of the next rank's durability.

Chuunin | B Rank:
More and more training has left you slightly more resilient to damage than those of the genin rank. While you still are human, after all, you have gained more and more experience with pain. Your body can shrug off more damage, and with enough inner convincing, you can pick yourself back up after taking hits, in order to accomplish what it is that you are trying to accomplish. This does not mean you can shrug off anything lethal, and you will still drop after awhile of beating. In essence, you can take a hit, and get back up a couple times. Your stamina is slightly above what could be compared to in normal human standards. You can run long distances, and continue to fight after you are tired. Chuunin are considered to have an endurance of 70% higher than a genin. This means that percents added to this, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the endurance level of the next rank's durability.

Jounin | A Rank:
You have joined the elite. You are no longer able to be compared to a normal human on a standard basis. Your endurance levels, as well as stamina levels, sore high above that of an average adult human. You are less prone to damage, almost resistant to damage, in fact. Years of training in combat have left you with great experience, as well as with ample taste of what real pain feels like. Your stamina almost knows no end, and you can run for extremely long distances, continuing to fight well beyond a normal human's peek. You are close to the top. Able to continue fighting even after large amounts of damage, and having the ability to push yourself beyond what might kill those of lower ranks, you are at the pinnacle of your performance. Most ninja do not get above this level in their lives, and for most, this marks the top. Whether it is being propelled into a rock wall, or blown backwards into a thick tree, you are able to pick yourself back up, and continue fighting; however you are hardly invincible. Jounin are considered to have an endurance of 100% higher than a chuunin. This means that percents added to this, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the endurance level of the next rank's durability.

Kage/Sannin | S Rank:
You are at the top. You are still human, but you are close to something else. While you can still be defeated, you are literally at the top of the latter. While this is not too much of a jump from the jounin ranks, this marks the point at which you cannot receive more endurance and stamina naturally (unless through the use of special characteristics). You can take hits that would prove extremely damaging in the lower ranks, and continue fighting. Of course you will feel it, but you will push past it. Cuts from kunai and shuriken hurt, of course, but can only start to be a problem in larger numbers; but for the most part, these kinds of injuries are not a main concern. Your stamina knows almost no ends, and you can run for as long as you need to run. Fighting for hours can be done. Fighting for days can be done on rare occasion. Taking a punch from your average adult would feel like a slight tickle. Kage or Sannin are considered to have an endurance of 70% higher than a jounin. This means that percents added to this, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the ultimate peek of durability.

Some Jutsu Details
The use of techniques or Jutsu in combat is a common practice and as such has very specific rules. Using a technique can involve handsigns, movements of puppets, and even the use of weaponry but being so complex in nature means that a shinobi is slightly limited Jutsu can effect the battlefield in several ways, but most often it is in singular techniques. No two techniques may be performed at the same time.

Hand Seal Amounts Through The Ranks:
Each jutsu requires hand seals, or at least most of them do. As such, in order to clear confusion, this will be posted in order to save you time and trouble. Because of this, you will know about how many hand seals are expected for jutsu of each rank, and thus you can know who activates jutsu sooner or faster than the other person - keep in mind that some people speed increases on their hand seals, and this can form hand seals faster than other ninja. These numbers are not absolute, and staff understands that not all jutsu conform to this; some jutsu may have many more, or many less hand seals than the numbers posted here. If that is the case, however, you must must must put the number of hand seals in the description of the jutsu so that we can all be clear.

Genin | C rank: 4-8
Chuunin | B Rank: 5-9
Jounin | A Rank: 6-12
Kage/Sannin | S Rank: 9-14


Throwing Speed Through The Ranks:

Okay we have some categories here, the first is for small weaponry(kunai,shuriken) based off of rank. The first number will be range of high accuracy(meaning they could hit a training summy) and the second is the speed. For every increment (or doubled length) the throw becomes half as accurate and fast. Thus a genin throwing something at 30 meters could still be deadly, but at 45 it won’t have the force to penetrate.

C ranked- 15 meters/20mph
B ranked- 20 meters/25mph
A ranked- 25 meters /30mph
S ranked- 30 meters /35mph

For those with a Weaponry Spec

C ranked- 25 meters/35mph
B ranked- 30 meters/45mph
A ranked- 35 meters /55mph
S ranked- 40 meters /65mph

The next set is for throwing larger objects(sword, etc).

C ranked- 8 meters/11mph
B ranked- 14 meters/13mph
A ranked- 18 meters/15mph
S ranked- 22 meters/17mph

For those with a Weaponry Spec

C ranked- 14 meters/17mph
B ranked- 18 meters/19mph
A ranked- 22 meters/23mph
S ranked- 26 meters/27mph


Weapon Holding Limits Through The Ranks:
This refers to the amount of basic weapons that each ninja can have depending on what rank they are. This, in part, coincides with the fact that genin cannot carry large amounts of weight as easily as some of the higher ranks. Basic equipment covers kunai, shuriken, senbon, explosive notes, ninja wire, makibishi, smoke bombs, and flash bombs. For reference guides on these weapons, look below the limits in order to read about each one. Keep in mind that shinobi that have weaponry main get an additional five of each weapon (an additional five meters of ninja wire).

Genin | C Rank:

-Kunai - 5x
-Shuriken - 10x
-Senbon - 10x
-Ninja Wire - 10 meters
-Explosive Tag - 5x
-Makibishi - 10x
-Smoke Bomb - 2x
-Flash Bomb - 1x
-Small Scroll – 1x
-Ink Brush – 1x


Chuunin | B Rank:

-Kunai - 10x
-Shuriken - 15x
-Senbon - 15x
-Ninja Wire - 15 meters
-Explosive Tag - 7x
-Makibishi - 15x
-Smoke Bomb - 2x
-Flash Bomb - 2x
-Small Scroll – 2x
-Ink Brush – 1x


Jounin | A Rank:

-Kunai - 15x
-Shuriken - 20x
-Senbon - 20x
-Ninja Wire - 20 meters
-Explosive Tag - 9x
-Makibishi - 20x
-Smoke Bomb – 3x
-Flash Bomb - 3x
-Small Scroll – 5x
-Medium Scroll -2x
-Large Scroll – 1x
-Ink Brush – 1x


Kage/Sannin | S Rank:

-Kunai - 20x
-Shuriken - 30x
-Senbon - 30x
-Ninja Wire - 25 meters
-Explosive Tag - 11x
-Makibishi - 25x
-Smoke Bomb - 3x
-Flash Bomb - 3x
-Small Scroll – 8x
-Medium Scroll -5x
- Large Scroll -2x
-Ink Brush – 1x



Basic Weaponry Reference:

Name:
Kunai
Appearance:
Spoiler:
 
The Kunai is a ninja's dagger, made of iron and colored black. White taping is wrapped around the grip for a strong grip, and is only non-metal part of the weapon. The blade is more or less shaped like a diamond, long and thin, sharp on the edges. Lastly is the ring on the butt of the handle, where wire can be threaded through. The entire weapon is ten inches long, but the blade is six of those inches.
Rank:
E
Range:
Six Inches | Throwing Range
Descriptions:
The kunai is one of the most common ninja tools seen throughout the world, used almost by all. It is a black dagger designed for thrusting and stabbing, though it can still do some damage if thrown despite not being designed for it. One very common strategy is to attach an explosive tag to the end of the kunai, creating a dangerous projectile.

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Name:
Shuriken
Appearance:
Spoiler:
 
The Shuriken is a sharpened, four-pronged, iron throwing star, colored black. They are small and can easily fit between one's knuckles, and they have a hole through the center that is useful for grabbing the stars with a finger without cutting oneself. From point to opposing point, the shuriken is four inches long.
Rank:
E
Range:
Throwing Range
Descriptions:
The Shuriken are made to be thrown to pin down and even prove fatal to enemies if thrown in the right areas. Their aerodynamic design allows them to travel farther than Kunais when thrown, and have the unique capability to 'ride' on the wind like a boomerang, allowing an experienced weaponry user to curve their projectile when thrown correctly.

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Name:
Senbon
Appearance:
Spoiler:
 
Senbon are thin silver iron needles that are incredibly discreet; the assassin's tool. They have a point on both ends that is razor sharp, and is so thin that it's difficult to see, especially when in flight.
Rank:
E
Range:
Throwing Range
Descriptions:
These weapons are small, making them very difficult to spot, moreso when in flight. But it goes beyond that with its thin design; they are virtually silent to the normal human ear, and with their aerodynamics can travel faster and farther than shuriken or kunais. The drawback is that they have very little killing power. It takes a weapons master or somebody with knowledge on the right spots to hit with the needles for them to be especially effective.

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Name:
Ninja Wire
Appearance:
Spoiler:
 
Ninja Wire is an incredibly thin steel wire specially made for combat. It is nearly as thin as a human hair, making it very difficult to spot. However, it catches the light incredibly well, causing it to be one of the wire's main weaknesses.
Rank:
E
Range:
Length of Wire Used
Descriptions:
This wire may be almost as thin as a human hair, but is still durable enough to perform a variety of tricks such as rappelling, manipulating weapons, setting traps, or binding and restricting the movements of an opponent. Simple weapons such as kunais, senbon, and shuriken take time to cut through the wire, and raw strength is very ineffective against break the wires. However, this wire is susceptible to the Rope Escaping Technique taught to Academy Students.

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Name:
Explosive Tag
Appearance:
Spoiler:
 
An unorthodox looking item to be considered a weapon, the Explosive Tag is arguably the most powerful weapon in the academy student's arsenel. It is a 3 by 6 inch piece of paper with a red border and a kanji seal on one side known universally as the explosive seal.
Rank:
E
Range:
1 meter diameter
Special Abilities:
Having been infused with chakra during creation, the tag is merely a medium for the explosive seal to activate, which unleashes a fiery explosion one meter in diameter, consuming the tag and seal in the detonation. This seal can either be activated with a one-handed snake seal, or by manually lighting the tag on fire. It takes five seconds for the tag to explode once lit by fire.
Descriptions:
On the side of the tag opposing the seal, there is an light adhesive layer that allows the tag to stick onto a variety of surfaces, or otherwise the tag can be attached to the end of throwing weapons. They will explode even in the rain and water, though their range and effectiveness will be cut in half. If the seal is severed or destroyed prematurely, the ability cannot be activated.

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Name:
Makibishi
Appearance:
Spoiler:
 
Makibishi are small, incredibly sharp objects that look like a flat metal square had been bent at a curved ninety degree angle. When they are thrown they tend to land in a way where there is always a sharp tip pointing upwards. They are capable of piercing two inches up off the ground.
Rank:
E
Range:
2 Inches High
Descriptions:
Makibishi are considered a makeshift trap, meaning to be thrown in large groupings along the floor to create a small field of spikes. They are strategically used to inhibit someone from walking in a certain direction or area, since they would injure the ninja's feet if they tried to walk over them. They are razor sharp, and durable enough to pierce through all types of fabrics and footwear, excepting hardwood, metal, and rock.

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Name:
Smoke Bomb
Appearance:
Spoiler:
 
The smoke bomb is a small spherical bomb with a multitude of yellow strips wrapped around it. It is light and feels as though it is hollow. The ball itself is made of plastic, and the entire thing is one and a half inches in diameter.
Rank:
E
Range:
4 meter diameter (+1 meter per post)
Descriptions:
The smoke bomb is a small utility bomb which explodes upon a heavy impact (such as being thrown at the ground). It releases either a cloud of gray or white smoke that spans two meters in every direction very swiftly, and expands a meter in diameter for each post after the initial. At the beginning of the fourth post, the smoke begins fading and completely disappears by the end of the post. Normal human eyes can see only one foot through the smoke, and if inhaled causes minor irritation of the throat. Primarily, this is used to hinder the vision of opponents or conceal themselves when performing an attack or maneuver.

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Name:
Flash Bomb
Appearance:
Spoiler:
 
Modeled after the base of the smoke bomb, flash bombs look like a small spherical object wrapped up in brown paper. However, it dons the kanji seal for 'light' on its surface. It is slightly bigger than the smoke bomb, being two inches in diameter.
Rank:
E
Range:
Eyesight | Must be within 15 meters
Special Abilities:
Having been infused with chakra during creation, the bomb utilizes this chakra to unleash a blinding bright light over a short duration, consuming the tag and seal in the detonation. This seal is activated with a one-handed tiger seal, and unleashes the light for one full post. Anyone who looks directly at the light while it is active will be blinded for the remainder of the post, and fading over the next.



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Credit to Nomi for the basic weapon write up.



Last edited by Lofwyr on Fri May 03, 2013 10:08 pm; edited 2 times in total
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Living Saint Bayul
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PostSubject: Re: New Combat Guide   Mon Apr 29, 2013 2:49 pm

So this is the new guide with some additional artwork and s***

Speeds have been changed, as have some other minor things.

Big changes include: No casting 2 Jutsu simultaneously.
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PostSubject: Re: New Combat Guide   Mon Apr 29, 2013 6:31 pm

I dont see the point of adding a limit to what your caring as far as the basic weapons as long as you dont go spamming hundreds of kunai. And i dont reallly get the point of adding the durability thing as it just adds more stuff to confuse people. I mean we all know you cant keep taking hits from a chuunin if your a Genin and all that stuff.

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Kimura, Kazuhiko: The Pharaoh
Kimura, Natsu: The Prince of Blood
Aburame, Sai: The Lone Bug
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PostSubject: Re: New Combat Guide   Mon Apr 29, 2013 6:35 pm

It's an effort to make Ryo more valuable, the guide already had that stuff as is.

I think the current direction we're going is that this is the BASIC Load Out and we're going to build a set of pre-made Load Outs and allow Blacksmiths to create their own Custom Load outs for people to spend Ryo on. This helps get an economy moving and makes blacksmiths important.
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PostSubject: Re: New Combat Guide   Mon Apr 29, 2013 10:41 pm

We had it that you had to buy basic weapons but changed it because it is to much to have staff trying to keep up with every Kunai that a person has

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Kimura, Kazuhiko: The Pharaoh
Kimura, Natsu: The Prince of Blood
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PostSubject: Re: New Combat Guide   Mon Apr 29, 2013 10:51 pm

That is why Load Outs work. It refreshes between topics, instantly. It is just a topic limiter, not a lifetime thing. Buy a better load out, have more gear per topic.
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PostSubject: Re: New Combat Guide   Tue Apr 30, 2013 11:29 pm

i like the idea lys has. Civi blacksmiths can make/sell new load outs with different tools and items that arent included in a standard load out. I like this system and idea. And it keeps a nice count on things. Like to hear more from others though.

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PostSubject: Re: New Combat Guide   Tue Apr 30, 2013 11:41 pm

No on the Load Outs, how are you to explain the disappearing of their equipment after every topic if they didn't use all of it? Doesn't make sense taken in an in-character context.
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PostSubject: Re: New Combat Guide   Tue Apr 30, 2013 11:57 pm

Ummm, the Load Outs would refresh themselves between topics Feuer. I'm really confused as to what you are complaining about.
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PostSubject: Re: New Combat Guide   Wed May 01, 2013 3:17 am

The way I read it is that you would need to buy a new one, my mistake. If you really want to increase the power of the Ryo, then also have them buy the replacements that they lost from their load out instead of the refresh. Individual prices would be less expensive, but would add up when taken as a whole in comparison to the load out.
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PostSubject: Re: New Combat Guide   Wed May 01, 2013 10:18 am

We already revoked that rule due to a very negative user review of it. This will be the middle ground, somewhere between that and unrestricted gear.
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PostSubject: Re: New Combat Guide   Wed May 01, 2013 11:02 am

At least give me a chance to write the system up before trashing it, and have a little faith.
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PostSubject: Re: New Combat Guide   Fri May 03, 2013 10:08 pm

Edited the weapons allowed in Basic Load Outs to be more realistic.

Suggested: Break this guide into pieces, it feels almost too large.
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PostSubject: Re: New Combat Guide   Mon May 06, 2013 3:26 pm

im thinking we can separate this into a combat guide and a loadout guide. that should make it smaller and easier to read.

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PostSubject: Re: New Combat Guide   Mon May 06, 2013 3:30 pm

Agreed. Any other divisions we can make?
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PostSubject: Re: New Combat Guide   Sat May 11, 2013 5:20 pm

Lofwyr wrote:
So this is the new guide with some additional artwork and s***

Speeds have been changed, as have some other minor things.

Big changes include: No casting 2 Jutsu simultaneously.

So, if someone has their KKG active they cant use another jutsu until they deactivate it? Also, the majority of people in Naruto use combination of shadow clone and another jutsu to compliment it so I dont see the point in limiting it. In the end, the chakra pools are already limited so if someone was to spam the jutsu they would be pretty screwed in combat. At genin you have 4 C rank jutsu usage, so its more tactical and if they cant combine two different techniques as a strategy then it would be rather hard/complicated to win.

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PostSubject: Re: New Combat Guide   Sat May 11, 2013 5:49 pm

Most clones state they can use Jutsu, activating a Doujutsu or KKG is not considered a jutsu but rather an expenditure of chakra.

I still don't support anyone being able to use any jutsu simultaneously.
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PostSubject: Re: New Combat Guide   Mon Jun 24, 2013 8:00 pm

i am okay with someone doing 2 at one time if they have one hand seals. yay or nay? 

if they do not have 1 hand seals, then no.

also, seperating this into a basic loadout guide and a combat guide, yay or nay? this guide is much too large and needs to be broken down.

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[00:20:42] @ Iris : SICK TO MY MOTHER FUCKING TUMMY BITCH MUST THINK IM A MUTHA FUCKING DUMMY BC I DRESS BUMMY BITCH THINK IM BROKE BITCH I ATE ONE ROACH AND I MADE A LOTTA MONEY
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PostSubject: Re: New Combat Guide   Mon Jun 24, 2013 8:48 pm

I say Yay to the splitting up of the guide.

Simultaneous jutsu however is very iffy. I feel as though people would find situations to abuse that to no extent. I propose that it be a separate SC of itself that requires One-handed seals to train.

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PostSubject: Re: New Combat Guide   Mon Jun 24, 2013 9:00 pm

Two at one time would be too complicated but could be a viable S rank SC?
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PostSubject: Re: New Combat Guide   Mon Jun 24, 2013 9:32 pm

i think that would be fine. but they have to also have One hand seals. and be S rank. and it cant be two jutsu of a max of B rank. like nothing B rank and over can be double sealed. or should it be C rank?

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[00:20:42] @ Iris : SICK TO MY MOTHER FUCKING TUMMY BITCH MUST THINK IM A MUTHA FUCKING DUMMY BC I DRESS BUMMY BITCH THINK IM BROKE BITCH I ATE ONE ROACH AND I MADE A LOTTA MONEY
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PostSubject: Re: New Combat Guide   Mon Jun 24, 2013 9:39 pm

Wait, when you say two techniques at the same time... Do you mean like me using Water Trumpet, and then half a second later using Lightning Inspiration, and holding both techniques at the same time? Or somebody simultaneously casting Phoenix Flower as a massive Earth wall rises behind the opponent?

As well, I have to agree with VlaD on the clone concept. If my clone uses one technique in collaboration with me using a fireballs (In theory), then couldn't the originally denied Fire+Eath Wall be used?

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PostSubject: Re: New Combat Guide   Thu Jul 04, 2013 4:33 pm

edits made:

added back in the everything must go in spoilers rule

added back in amount of handseals throughout the ranks

going to remove the rule of no two jutsu at once and adding in a rule of having 1 hand seals along with the S rank SC of being able to do 2 jutsu at once with 1 hand seals at B rank max.

average acad clones cannot perform jutsu. i will add rule that any clone besides the average acan clone can only perform jutsu of 2 ranks and below the rank of the clone. sound fair?

and im splitting the guides

will be posted later tonight so people can comment on it




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[00:20:52] Parasite : .
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[00:21:05] * Blaine sips tea

[01:03:43] Iris joined the chat on Sat 6 Jul - 1:03
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PostSubject: Re: New Combat Guide   Thu Jul 04, 2013 7:35 pm

Speed is WAY too low, same with strength

My personal top speed is 20mph granted its for like five seconds but fucking still. My personal best for lifting above my head is 200lbs, as such due to this chart as well nobody could throw a fucking boulder.

Nerfing taijutsu and weaponry just so we can do more ninjutsu hax is not flying with me AT ALL.

LMFAO WEAPON THROWING DISTANCE OMG LMFAO
Who wrote that? Like who can only thow a kunai ten fucking meters, come on my little sister throws farther than that. And with the speed chart it means it flies as fast as it can for one second then magically drops.

Sorry but all these changes are pretty much retarded.

Edit: Tested by showing these changes to 4 others, all thought were bad.
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PostSubject: Re: New Combat Guide   Thu Jul 04, 2013 8:29 pm

I agree with Blaine, though in less harsh terms. Many of the statistical limits are far too slow if you compare them against actual human feats already achieved. In Short. The S rank figure for a particular stat should be at least somewhere around the area of the world record for a particular feat. Remember also that this is a fictional world, which is based on another fictional world, so it doesn't make sense that we make it a mandate to strictly follow natural human capabilities because the naruto universe simply does not and cannot do this. As they would never be able to explain the physical feats people could achieve in said world. Many things done in the Narutoverse would simply be physically impossible for some of the people who do them but this is bypassed because adhering to each and every law of physics would make for a very boring show. We must, therefore follow the same principle.

Take speed for example: The fastest recorded land speed made by a human being (Usain Bolt) is approximately 28mph. The figure for S rank ninja here is 20. S rank ninja are a rare breed ,being extremely few and far between. So i think it's safe to say that an S rank should be able to make at least the 28mph figure i stated earlier. If we were to follow some of the feats achieved in canon, people like Rock Lee and Guy, who, in the contexts of this forum would be Tai main(Tai only in Lee's case) could reach top speeds several times faster than us humans cuold easily over very short distances. The first time Lee used 5th gate in the anime, he was moving so fast that none of the other genin could even see him when he moved to attack Gaara. This as you can imagine is VERY, VERY fast. I wont even bother trying to calculate the number but it's would probably rival the speed of a drag car.

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