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About Turn, Phase, and Round Structure

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Ereinion_Gil-Galad
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PostPosted: Tue Jun 20, 2006 8:17 am


Okay. heres the question: "I have never actually been told or taught exactly how a turn works and what you can do in a turn. What can i do"

I got this in another RP guild I play in on an Alt. Accnt. Problem is... i couldn't answer it. I really dont know how the turns work or what the timing structure is.

I am going to TRY to post what i THINK a turn should look like, and if there are ABSOLUTELY ANY Disagreements or Arguments.. POST THEM.

This is what a Turn COULD be... please affirm or disagree everyone... even you lilwolf...

1.0.0 Structure of Turn
2.0.0 Structure of Attack/Defense
3.0.0 Structure of Timing


1.0.0 - Structure of a Turn

1.1.0
Turn: A Turn has two parts to it. It has the Round and the Phase. They look like this

Turn
- Round 1
---- Phase 1
---- Phase 2
- Round 2
---- Phase 1
---- Phase 2



1.2.0
As a Turn Begins, whichever RP'er initiated combat Posts first. His post is called Round 1. On the First Turn of Combat, RP'er 1 skips his Phase 1. Normaly Phase 1 is used to post a Defense against an opponent's attack(but since there is no attack, ther can be no defense). Next is Phase 2. In Phase 2 RP'er 1 can post an Attack. Once done the Phase is over.

1.3.0
Next Begins RP'er 2's Round, or Round 2. in Round 2 RP'er 2 first gets Phase 1. In Phase 1 He can post a Defense against RP'er 1's Attack from his Phase 1. If thre was no Attack, then this Phase fizzles and is not used. Next starts his Phase 2. in Phase 2 He has the opprotunity to post an Attack. Once finished the Phases ends, and so does the Turn and the process restarts.


2.0.0 - Structure of Attack and Defense

2.1.0 - Attack
An Attack can be 1 of four things.
-1- A Direct Attack against an opponent that may or may not use Charges.
-2- Using an Ability or Technique.
-3- Charging, Chanting, or using Hand Seals.
-4- a Passed Turn, in which nothing occurs

2.1.1
If it is either 2, 3, or 4-- ann non-combat stuff-- then the opponent cannot post a defense in his Phase 1.

2.1.2 part 1
If 3, Player must have skipped his Phase 1, except for first turn. If player uses his Phase 1 to defend, he forfiets teh ability to add another turn to the charge, but can use whatever he has already charged.

2.1.2 part 2
Player may use 3, and use an attack, if the attack is being used by a Clone, Copy, Image, or NPC that the player owns or controls.

2.2.0 - Defense
A Defense can be 1 of two things.
-1- A method of Dodging or Avoiding the Attack from Round1, Phase2
-2- Another Attack that can Reduce or Remove the opponents attack's Damage from Round1, Phase2
-3- Pass

2.2.1 part 1
If 2, you have two options.
a. You can perform an attack that is unable to damage the opponent, and you may still use second phase.
b. you can perform an attack that can damage the opponent, but must forfiet your second phase in lieu of it.


2.2.1 Part 2
If Player has a Clone, Copy, image, or NPC that he controls, then it may attack so long as it did not also use 2.


3.0.0 - Structure of Timing

3.1.0
The timing is as follows, ignoring Post order, and list order.

Turn 1, Round 2, Phase 2 (Attack)
Turn 2, Round 1, Phase 1 (Defense)
Pause Occurs.
Turn 2, Round 1, Phase 2 (Attack)
Turn 2, Round 2, Phase 1(Defense)
Timing Restarts.

3.2.0
Here is an Example

After defending from an attack, Vaako Fires a Blast at Ranma.

Ranma Defends by deflecting the blast aside, and retaliates by flying at him and slashing with his Masamune.

Vaako defends by drawing out one of his blades partially to block the slash, and as it bounces off his blade, he draws out his blade completely and stabs at ranma, keeping his other hand on his other blade, ready for a defense.

Here is how it happens.

Vaako Attacks. At the same time, Ranma deflects his attack
Then Ranma Attacks, Vaako defending at the same moment.
Then Vaako attacks again, restartign the process.

It may seem like common sense, but the fact that the Phases occur simotaneously is important. This means there are really only to timeslots in a turn.

Player 2 attack, player 1 Defense. and Player 2 Attack, Player 1 Defense.

These timeslots are filled wit phases from different turns, creating a sort of layering effect.
User Image
PostPosted: Tue Jun 20, 2006 1:22 pm


Eh, we're playing Yu-Gi-Oh now?

Hah, Kidding. It looks similar to that, though.

By the way, most places I've been to don't do this sort of "Charging" thing that we/you (I haven't actively RPed since this was propsed) do at SQ.

I personally think that if you do want to charge, you have to forefit your entire "Attacking" phase, and only have your defending one. This means that you're not allowed to stick down traps, as that wastes time. If you DO lay down traps, your charge is 1/2 of the power of what it would be if you didn't put the traps into play. This only applys to the first turn that you start this charging. If you continue to charge, your power increased by it's normal rate, just with the 1/2 attached to it. This 1/2 charge wouldn't work exactly the same as a full charge would, and your attacks would cancel each other out, and the person with 1/2 more charge would only have a weak, slow-moving attack for the enemy to defend against/dodge.

There's my Two Cents. Or if you live somewhere else, my Two [Insert Money Type Here].

I may respond to this in a more, in-depth way, but I'll do that later.

KeNsHiNo5o
Crew


Ereinion_Gil-Galad
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PostPosted: Tue Jun 20, 2006 5:10 pm


traps would be used the turn before... anda re considered a technique, not a defense. Using a trap, could be a defense... but not laying one.
PostPosted: Tue Jun 20, 2006 7:15 pm


Doesn't sound that bad at all, but I need to ask this...

WHY DID YOU MENTION ME?!? ninja

Lilwolf Wolfenheart
Crew


KeNsHiNo5o
Crew

PostPosted: Tue Jun 20, 2006 7:51 pm


Wolfie: Because you're an annoying fiend who feeds off the mention of it's own name. That's the reason I nicknamed you Wolfie. It's not your real name. Muhaha.

But, really, I don't understand why the poll has I am "Wolfie" on it...
PostPosted: Wed Jun 21, 2006 5:11 pm


Like the turn structure burning_eyes New Emotes! cheese_whine dramallama wahmbulance emo

Kuni Lord of Death
Captain


Anathe

PostPosted: Sun Jun 25, 2006 12:38 am


I come from Galbadia..

They had a Sparring system, similar to that.. However, it was more like..

Turn 1
Player 1: Attack (They do not need to play a Defense/Counter for their opponent hasn’t attacked yet).
Player 2: Defense/Counter – Attack (The defending player can either use Defense or counter measures followed by their own attack. From here, it’s fairly self explanatory).
Player 1: Defense/Counter (No attacks may be included for the defending Player 1)

Turn 2
Player 1: Attack
Player 2: Defense/Counter ~ Attack
Player 1: Defense/Counter

If it's kind of like this, then I'd be familiar with it, though their sparring system (not the normal fighting system) had a hp/ap system, too. o.o
Respond, then I'll vote. ^^
PostPosted: Sun Jun 25, 2006 12:43 am


...So player 1's second part on Turn 1 is defending/counter...Only?

And then right after, at turn 2, he can attack? Isn't Vakko's the same, just mixing those two together?

I don't understand the difference.

Er, and I'd love to vote NO! on this and link all of you guys to about 3000 well-written tutorials from the place I learned how to RP...But I don't have those links.

Blah, so I'll stick with whatever you guys do.

Honestly though, Vakko basically has it right, and there really shouldn't be THAT much explaining.

It's just: Player 1 attacks. Player 2 Defends. Player 2 attacks. Player 1 defends. Repeat.

I honestly didn't think it was that hard. But I guess there's extra explanation for the charging system.

KeNsHiNo5o
Crew


Ereinion_Gil-Galad
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PostPosted: Fri Aug 18, 2006 3:46 pm


why the frack are there two votes on I am Vaako???

What in the heck were they thinking?

ps: i put wolfie in the poll because his opinion does not count... as neither did mine since i was the creator, and i very well can disagree with myself, unless i'm schizophrenic. which we aren't....
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