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RE: Combat Theory

 
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5/28/2013 14:07:04   
TJByrum
Member

Hand-to-hand would be easy, but if you're talking about Jackie-Chan-Jet-Ji type of martial arts, I don't know. Just envision the fight in your head, then do it again in slow-motion and write down what you see.

Mandate to Heaven was going to be hand-to-hand based, run by Prator the Legendary.
DF AQW  Post #: 26
5/28/2013 14:22:13   
Kooroo
Member

A quick word from me, for me, by me:
If it's large, impractical and messy, but flashy -> do it.
If it's sleek, efficient and extremely classy -> also do it.
It's just depends on which character does what.
That's just about style, by the way, not combat theory and what-not.

With regards to combat theory, weapon and armor specialties are good and all, since they all have their ups and downs in what they excel in.
Things start to get thrown out the window when magic starts transmogrifying them, though. Or kicking physics in the teeth.
Or both.
AQW Epic  Post #: 27
5/29/2013 4:21:44   
black knight 1234567
Member

Yeah, Kooroo, I think, is correct. When magic comes into play, all this talk about armor types and efficiency stops meaning much when you got the arkane messing everyone up.

AQ DF MQ AQW  Post #: 28
5/29/2013 7:34:33   
Starstruck
Member

Unless you are Pally and do not care even a little bit about magic.

But Pally is "overpowered" and thus cannot/should not be used?!

I think it's true that armor is kind of useless against magic, but there are advantages and disadvantages depending on what's getting hurled at them. A plate-armor might be OK with a water or earth based attack since those are physical things and thus will not get through the armor. However, they might have many problems trying to fight someone who uses fire or energy magic!
DF MQ  Post #: 29
5/29/2013 13:24:31   
TormentedDragon
Member

And then you have the case of the supremely powerful mage who doesn't react fast enough and gets a dagger through his robes. Armor need not be useless.
AQ DF MQ  Post #: 30
5/29/2013 14:53:44   
Kooroo
Member

Helmets in particular are always useful. Anything to protect the head.
Even then, a mantle or circlet could have enchantments to repel psychic attacks. No point having a head unless there's a brain inside.
Unless you're a zombie, in which case you should do the world a favor and rot faster.

What I was also adding on is that weapon sizes and speed, etc. gets a bit skewed when you put in a magical factor as well.
Enchantments to make weapons super-light or super-fast. Energy weapons, which have no weight.
Sword, which was transmuted into a rabbit that was not super deadly and instead got flattened when shoved into a shield.
Etc.

@Star:
Let's be honest. Pally doesn't really care for much.


AQW Epic  Post #: 31
5/29/2013 20:33:49   
Sir Nicholas
Member

There is also the fact that armor can be enchanted to protect against magic. Take a steel breastplate for example - and then add on a few "anti-magic" symbols or runes or whatever, and then say that whoever is wearing it becomes immune to a type of magic. That can help to even out the odds - maybe even force normally distance-oriented mages into close combat.

What was taught to me was that even the best weapon always has a weakness. Say that you protect against fire - and then your opponent resorts to using ice. To sacrifice one element to defend against another is a good way to balance it out: Keep someone from becoming "too powerful".

And of course, I do make it so my characters are Crazy Prepared and wear psychic protective gear or have block defenses built around their minds to prevent access or influence.

Like for one instance - I fought against one of those "psychic opponents that can tell what attack you're thinking" - and so I made sure I came prepared. (Taps his head) You know how they say some minds are like steel traps? My mind is built like a steel fortress.
AQ  Post #: 32
5/29/2013 21:02:49   
TJByrum
Member

I like to design my shields in certain roleplays to counter magic.

In other words, a Captain America's Shield trope.

I like to equip my warriors with equipment to counter anything as long as I play it right. An agile warrior with armor, enchanted shield, and a sword can employ a variety of tactics on the battlefield. I've done it before, several times. It's just the right equipment and tactical thinking. While he's not overpowered, if you use him right he can be seen as such.

We should do a roleplay where everyone creates a character, but you do not get to use that character. Instead the host assigns you a character. Could they properly use the character?
DF AQW  Post #: 33
5/30/2013 1:12:29   
Arthur
How We Roll Winner
Dec14


Okay, I've been thinking. How would you deal with a Sage wielding a Gunstaff?

And by Sage, I mean those adept at martial arts.
DF MQ AQW  Post #: 34
5/30/2013 6:45:40   
Starstruck
Member

Why would anybody create a gunstaff? That is an even worse idea than a gunblade. At least a gunblade is metal.

As it was explained to me at some point, the main problem with gun-melee-weapons is the intricate parts needed to make a gun fire. Simply taping a gun to a stick might work as a long mace, but you will probably damage it. A gunstaff is blatantly impossible, unless it is too heavy to aim.

A gunblade would work. We have those in real life. We call them "bayonets" and they are not good for non-stabbing endeavors.

Now, there is the idea of vaguely defined energy blasts. My only word of warning is that if you give your character a long ranged attack even though they are meant for close range, make sure that it is only there so archers cannot laugh at them. Jack of all trades, master of combat, is not a lot of fun to play against.

If your character is balanced around being a close range fighter who can shoot energy blasts from his magic hammer, great. Apparently Thor throws his. That just means that, like Thor, she will lose a magicless hammer fight with someone who does not have energy blasts.
DF MQ  Post #: 35
5/30/2013 8:05:34   
Zephyrial
Member

That's an appropriate theory of balance, I think. Conversely, for a character who is great at magic, it is very helpful to have at least some form of melee weapon or armor (or magical equivalent), as it gives you the flexibility to write yourself out of situations in which it is otherwise impossible to survive... but if you are in combat with another player, then you have to be realistic about your chances.
Post #: 36
5/30/2013 9:20:19   
Legendium
Member

Magic throws logic out the window. The best thing to do is to first put a definitive border on magic, before we start thinking of ways to protect ourselves against it.

My biggest problem with magic in most fantasy games is that it is far more powerful than melee but has next to no real cost for the power. Mages go through the mental equivalent of warrior's physical training, but come out with far more power. Naturally, this is fine for games, because it's hard to find penalties that fit into code that don't greatly decrease the power of the mage. Translating the code into writing is where people make mistakes. The cost of magic needs to be high, and there's more ways to do it with a pen (or keyboard) than with a game. In general, if you've read a Game of Thrones, the way Daenerys hatched the Dragon Eggs is a good example. Magic needs high costs. getting a magic sword could require you to cool the blade by sticking it through the heart of a loved one. Emotional cost is a good way to keep the scales balanced. By making magic accessible in a place where most folk won't go is a good way to balance things out. Sure, mages are just as powerful, but it's rarer to encounter them. Or making by making their magic weaker, to the point where a warrior is roughly as powerful as a mage. That's my input on it though.

quote:

Okay, I've been thinking. How would you deal with a Sage wielding a Gunstaff?


Depends on how you define a staff. Staffs in history were generally melee weapons for peasants. They were like spears, but designed to wop things hard rather than to poke holes in people. In that case, a staff is not a good choice to mix with a gun. Now, the common fantasy staff would work well enough with a gun, as it is not meant to hit things very hard. Actually, I never really got the purpose of the wizard's staff, except to look cool.

Coming to a fight completely prepared can sometimes be a bit unrealistic. Like I said earlier about magic, the best ways are to make wizards rare, making enchantments rare as well. So, taking that road, you couldn't have loads of magic items. And when it comes to having all the right weapons, consider how much you can actually carry. You'll find that two/three weapons tend to be max.
DF MQ Epic  Post #: 37
5/30/2013 10:05:34   
TJByrum
Member

@Arthur: I would need to know the Sage's bio and any ally's bio in the RP.
DF AQW  Post #: 38
5/30/2013 13:24:40   
Alexandria Serthes
Member

quote:

Actually, I never really got the purpose of the wizard's staff, except to look cool.


To the best of my knowledge the purpose of a wizard's staff is to enhance/focus/control the wizard's mana, allowing them to cast spells more effectively, similar to what a wand will do.
DF AQW  Post #: 39
5/30/2013 13:32:55   
TormentedDragon
Member

Never underestimate the utility of good, solid staff. From serving as a lever to extending one's reach, and occasionally you are better served by smacking something with a good, solid, blunt instrument instead of summoning up the eldritch forces of the cosmos.
AQ DF MQ  Post #: 40
5/30/2013 13:51:55   
TJByrum
Member

Heh, true TD, true. I've always thought a staff was like a walking stick to help old wizards walk around.

(Kidding)

When you get to using magic, how does a mage fit into a battlefield? Acting as artillery, or on the frontlines?
DF AQW  Post #: 41
5/30/2013 15:20:00   
Legendium
Member

@TJ

Depends on the type of mage. Some mages are suited to fight in combat, others can hit best from afar. Others are better suited to the armory, to give the soldiers the edge with enchanted weapons. Others will be found on the diplomatic front, and yet more will be in the interrogation room getting information out of captives and caught spies. It all really depends on the wizard.

quote:

I've always thought a staff was like a walking stick to help old wizards walk around.

(Kidding)


To add to TD's post, in general, like magic, staffs have a very good all-purpose usefulness. Walking-sticks count among them.
DF MQ Epic  Post #: 42
5/30/2013 16:30:32   
black knight 1234567
Member

Depends on how the staff really is used. In certain circumstances, the staff is the direct source of power, usually as a way to balance things. This guy got the ultimate hit of doom that brings down 20 leviathans on you and causes an earthquake? just knock the staff away and done.
AQ DF MQ AQW  Post #: 43
5/30/2013 18:35:09   
TJByrum
Member

But how to knock the staff away BK? We should have an analysis RP where you get some weapons, armor and a magical ability and pit you in a region (forest, desert, canyon) and see who can win.
DF AQW  Post #: 44
5/31/2013 1:34:46   
Legendium
Member

@TJ

Ooh! An extra optional course in the RPA? That would be fun, having a combat analysis step.
DF MQ Epic  Post #: 45
5/31/2013 9:20:56   
TJByrum
Member

Hmm... I was thinking more along the lines of a tournament type of roleplay. We have these contestants, and each one gets to handpick their equipment and a special power (say each power is connected to a necklace and you pick one every match) and they duke it out in a region. On an icy mountaintop, thick jungle, arid canyon, even underwater.

Speaking of which, I'll be at the RP Ideas thread.
DF AQW  Post #: 46
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