T1 Regulations


Conduct


* All action sequences should contain clear and concise language. Not only that, but they should be descriptive and enjoyable to read. Most role players find it very frustrating to read poorly formed paragraphs that are designed merely for the purpose of boggling the reader due to their cryptic language, repetitious patterns and horribly poor grammar. For those who honestly cannot spell or form sentences, get some form of spell checking and grammar correcting device! This is turn-based RP, not a race. There is ample time to correct errors made and proof-read the paragraph if everyone is following the rules. Even use a thesaurus if you don't know what word you want!
o This requires no exceptions.

* The goal is not to evade every hit, and hit every time. The goal, in well formed turn-based style RP, is to RP out the character. If a user can dream up a way out of the move, and their character cannot do it, then they should not do that move. It is impossible for me to stress the importance of playing the character to play the character, not to win.

This requires no exceptions.

* When a user inadvertently has a flaw in their action sequence regarding the whereabouts of another user character, or any other matter concerning the character; the user should not start an argument over this. Instead, the user should, in their action sequence, generate a very clear correction of the situation. If the former user picks up on this and requests a re-post, that is up to the users to decide; but, it should be denied --confusion does happen during a battle.
This requires no exceptions.

* If it is found a user is acting outside their character limitations that user automatically loses the fight in dishonor.
There are no exceptions to this rule.

* BITCHING AND MOANING WILL NOT BE TOLERATED! Yes, you know who you are! In the inevitable event that this does occur, the fight is automatically over.
There are no exceptions to this rule.

Combat


* Every action that is neither melee or an inherit skill must be prepped at least once before an actual attack is issued.

* There are no exceptions to this rule.

* Any user may use their character to attack any other user's character without prior indication as long as the aggressor remains within his character limitations and is aware of the placement of the character they are engaging with.

* Exception #1: The attacking user attacks without entering the RP environment.
* Exception #2: The attacked user is a): away, b): OOC or c): hiding.

* Every attacking action has two or more counter-parts. The first, although sometimes unnecessary, being the move where the spell is either charged or prepped (this could span several action sequences, building in power.). The second, always necessary, is the actual attack where an attempted strike at the combatant is made. The last is the resolution of the attack, wherein two things may occur. a): The attacked states the hit, commonly removing the opportunity for user to state the cause and affect of the attack. b): The aggressor states the hit, themselves stating the cause and affect.

* Exception #1: The attacked dodges, the attack continuing without striking its intended target.
* Exception #2: The attacked reflects the attack, whereon they become the aggressor.
* Exception #3: The attacked blocks, the affect of the attack removed to another object.
* Exception #4: The attacked nullifies the attack, it ending abruptly.
* Exception #5: The attacked creates a diversion, confusing the object of the attack, thereby prolonging the hit's progression.

General


* Turn based RP is, without exception, the act of a group of two or more characters posting their action(s) or action sequence(s) in a definitive order.

o Exception #1: The user posts an OOC message to one or more of the users involved, conveying their reason for not being able to post. This message of course must be in reference to the turn-based RP the user was involved in with their character.
o Exception #2: The user is kicked offline for an indefinite amount of time, whereon it is assumed that their character merely vanished from the scene.
o Exception #3: The user requests more time, whereon it is up to the other users involved to grant this request; but it is not required.

* An action sequence may contain from one to six single actions, post length being obsolete. Filler actions apply.
o There are no exceptions to this rule.
o Example #1: A sample action sequence containing six single actions:
1: A swift backwards kick off the ground lifts [name's] figure upward,
2: the aura of heat against [name's] back revealing the slim evasion.
3: The sound of the fireball exploding rings in [name's] ear from behind,
4: just as his feet firmly touch the soil.
5: Angered, [name] lunges toward his aggressor,
6: his blade swinging toward their throat in a tight arc.

* An action sequence must remain uninterrupted. This means a user cannot create a sequence that would be interrupted their combatants posts, or their own.
o There are no exceptions to this rule.
o Example #1: Say someone jumps into the air, violently kicks at their enemy's head, and then lands upon the ground in a crouch; all within a single post.
Explanation: To perform this move properly, the the following would have to occur: 1.) The kick would have to be issued 2.) The kick would have to fail or land 3.) The user would finally land upon the ground. This creates an action sequence interruption, causing the move to be impossible.

* Although not a rule, Working Within Moves is a possibility. If the attacker attempts to commit an action in their action sequence, then the next action sequence --that of the attacked-- may be based on the assumption that the move was in the process of occurring and not complete. This applies only only to open ended actions or complex actions. Please note how both examples are examples of open ended actions. The complex action clause over-rides the open ended action clause.
o This requires no exceptions.
o Example #1: Complex action:
The attacker swings their sword into the dirt, taking a step forward, and from the ground around their foe springs a wall of ice building up over-top of the attacked in a half-sphyre.
o Example #2: Open ended actions:
The attacker swings their sword into the dirt, taking a step forward, and from the ground in front of their foe builds up a wall of ice.

Type 1 [T1] combat is a type of textual combat designed with logic, precision, and detail in mind. It’s a turn-based style, allowing every player involved equal time and space to post their character’s move. There are four types of ‘turn’ that a player can make in a T1 fight: Prep, Attack, Defense and Connection. The fight is split in to 'tiers' which often consist of some/all of the aforementioned turns. A tier begins when a prep or attack is posted and ends when either a successful defense or connect is posted.

Prepping
A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules. Missing a single required prep will probably result in Eden's combat judges voiding the applicable tier of the fight.

A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.

Special abilities that do not require maintained focus/concentration can be combined with another turn. For instance, whilst a mage is launching a non-magical attack with his sword, he might be muttering an incantation in preparation for using a special ability later. Specifics must still be provided.

If the character receives damage between the preparation and the attack, the most recent prep will be cancelled.

Attacking
An attacking move should be a detailed account of everything vital to the attack: the stance of the attacker, the momentum or direction of the attack, the method of the attack, and it should hint at the desired outcome.

An attacking move must be comprised of one main action, or series of synchronized actions [within the realms of logic please].

Example:Elario_Chinglove braces his right foot against the ground in front of him, screeching like a particularly irritated banshee as he sends his staff sailing down vertically for Crispian_Nohamar's cranium, relying on the weight of the sturdy oaken staff in addition to his own strength for the momentum needed to crack Crispian_Nohamar's skull.

The above move, although containing information about smaller movements of the attacker’s body is centered on one central movement, that of the downward swing of his staff.


Like an attack, a defensive move must allow for the defender’s stance, method, and desired outcome. It’s no good simply stating that the character miraculously dodges the attack – it must be a detailed account of how this daring escape is achieved.

The defender must be consistent with the position they were in before the attack took place. For instance, if our defender [Crispian_Nohamar] was standing directly in front of Elario_Chinglove with his hands behind his back and his eyes on the ground when Elario swung his staff, that is the stance he must attempt to defend from. However, before he defends he must be seen to somehow acknowledge the attack. After all, he wouldn’t know to defend if he didn’t know of the threat to begin with.

Example: Crispian_Nohamar instantly distracted from his train of thought by Elario_Chinglove's strangely effeminate screeching, he catches a glimpse of the attacker just in time to save his own bacon. His head and upper body reflexively tilt to the left, causing what may have been a fatal blow to the head to land painfully but not mortally upon his leather-armor clad shoulder.

In the above example, Crispian’s player acknowledges that his character was not in the best defensive stance to begin with, and as such appreciates that his character cannot completely evade the attack. Considering Crispian wasn't expecting the attack, it would be unrealistic of him to come out of it without taking a blow of some sort.

If Crispian had managed to completely evade the attack, the player of Elario would not be allowed to perform a connecting move and would instead have to RP the resultant events.

Example: Elario_Chinglove bends his knees in a last ditch attempt at keeping his balance as his staff strikes air and continues towards the ground under its own powerful momentum, the fine polished oak smacking impotently against the flagstones.
However, as Crispian did not completely evade the attack, Elario's player gets to perform a connecting move:

Connecting
A connecting move is a move that confirms the attacker’s success. If the defender was unable to completely evade the attack, the attacker is expected to spend a turn describing the results of their attack.

A connection must describe the initial results of the connection and nothing more about it's effects upon the defending character. For example, Elario’s player could not state that the staff whacked Crispian’s shoulder and then bounced up into the side of his head, as that would be two separate attacks [albeit maybe not both intentional].


It is very important not to ‘auto’ in a connection. Although you can state where the blow landed based on the information offered in the preceding attack and defense moves, you cannot state the exact amount of damage dealt upon another character. Such details are reliant upon the information in the previous moves. For instance, a powerful downward thrust of Elario’s staff would obviously cause some bruising and internal injuries when it hits Crispian’s shoulder [although if Crispian is wearing armor of some sort the damage may be decreased], whereas a sword would have cut the flesh and caused bleeding. A connection may also contain preparation for the next attack, such as a change in stance. Usual Prep rules apply.

Example: Elario_Chinglove tenses his shoulders to absorb the shock of his staff striking down heavily upon Crispian_Nohamar's right shoulder. He lets the staff glance off the shoulder after hitting and swings it back up over his head in readiness for another attack, a victorious smirk mocking Crispian_Nohamar's misfortune.
In the above post, Elario's attack clearly connects, but it is never stated the exact level of damage that is caused. From this point on Crispian's player is expected to RP the character according to the damage which he believes would have occurred. In this instance Crispian is wearing leather armour which may just save his shoulder from being dislocated, but there would still realistically be heavy bruising. As such, Crispian should have less use of his right arm until the wound his healed.

There is another type of move that is often used in T1, and it is a variation on the Defensive move:
Counter-Attack
Rather than simply evade an attack, the defendant may block or counter it with one similarly fluent move.

Example: Crispian_Nohamar had been expecting an attack, and had his trusty dagger ready behind his back the entire time. Upon the thrust of Elario's foot, he bends at the knees, his left arm flying up to catch the blow on its bronze bracer whilst his right arm swings round -- dagger in hand -- to swipe horizontally at Elario's stomach.
The above move would require great skill on the part of the defendant, and therefore only a character who has an established history of combat prowess could realistically pull it off. Most counter-attacks require a similar level of combat skill, as the combatant is performing different simultaneous actions. As long as those actions can be realistically performed at the same time [i.e. one arm can't realistically be in two places at the same time], the move is valid.

It is then up to Elario to decide whether he will defend, counter-attack or simply take the hit. Considering his staff was already sailing down towards Crispian with some momentum, it will probably still cause some damage to Crispian's arm, but a move of that ferocity on Elario's part will have left his midriff defenceless [aside from any armor he might be wearing] as his arms are engaged in holding the staff. As such, Crispian's dagger would most likely strike as intended.

It's not uncommon for both parties of a fight to take some damage, and it is often considered the honourable thing to accept at least some of your opponents hits [if they're realistic].

As you can see, a tier does not necessarily only consist of three moves. Tiers may overlap or extend beyond the original three basic moves. A T1 combat session ends when there are no more attacks to be made, either because one or more sides of the fight have died, one or more sides of the fight have escaped, one or more sides of the fight have been incapacitated or both parties have reached a non-violent conclusion.

Now, I feel as though some of you members have the wrong Idea of "RPing" correctly. Here are some of the things you should NOT do:

Auto-Hitting: When one states in His/Her/It's attack that He/She/it actually hit the other combatant. Now I know most of you have a habbit of wanting to win every battle (who doesn't wanna win?) But anyway. When your auto-hitting it's not only agianst RP rules but it ruins the venture of RPing.

God-Modding: For those of whom claim to already be "Dead" then by the time the battle starts you've lost. For Example: Lets say someone stabs another in the heart and the one being stabbed takes the hit and states "I don't have a heart therefore I cannot die." (Well duh you can't die twice in one life) Thats considered god-Modding because everyone has a heart or else you wouldn't be living.

Auto-Blocking: Another habbit New RP members have when one combatant hits another and the defender merely puts "Blocks" thats an invalid counter/ and or defending move. First of all, you must describe to the others on what your Blocking with. Secondly, You must describe on what your actually blocking. Get what I'm saying?

Auto-Missing: Now many of you also have the tendensy to sometimes put
"Misses" well how do we know it miss? how did you dodge it? or actually whatever happened to the attack? cuz darkness on darkness can still kill darkness to many people just claim to have to much power so they say "Misses" because they're to lazy to actually type a valid attack.

Auto-Killing: Alot of you members have the nerve to claim to have killed someone in one shot...Thats pathetic First of all, RP rules state that one must be hurt at least 6 times to be "Killed" with a finishing blow. Secondly, it just proves that most of you are cowards and don't wanna fight some RPers.
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ok Now Here are some principles on becoming a better RPer:

Description: Describe on what it is your doing in your attacks dont just plain out blast someone with fire describe how you did it and whatnot.

Creativity: Create your own jutsu or whatever it is you members use.

Uniqueness: Have your own fighting style the way you RP and whatnot don't copy others.

Literature: Please the Majority of RPers have this problem they're to lazy to type simple words like You which most of you write as "u" or by putting
"b4" (meaning Before) please if you guys wanna be respected then be literate Thank you.