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.
