Shinobi Legends Forum

Roleplay => All That Is Bijuu => Rules/Foundation => Topic started by: Eric on April 01, 2017, 01:32:27 AM

Title: IC Rules 2 (discussion)
Post by: Eric on April 01, 2017, 01:32:27 AM
So, instead of working on the Honor System, I decided to work on the IC rules. It took me pretty much all afternoon but here it is:

http://forum.shinobilegends.com/index.php/topic,9244.0.html

Some of the material in the aforementioned thread I again am going to reiterate, but I decided to make a new thread for the sake of focusing discussion on the organized draft of the IC rules. As a short "index", the following sections are to be placed:

* Terminology
* RP Rules as we know them (Edo, Hiriashin, sage mode, etc.)
*RP rules specific to the IC hunt

Without further ado, we start with Terminology in alphabetical order.

Terminology

Action: An action is anything that would require one turn in the shinobilegends game to do.

         -For example, most jutsu in SL require one turn to utilize, so jutsu that require no more but handseal preparation beforehand are counted as a single action. Those that require previous jutsu to be activated first, in order to be completed in total, the total action count is the sum of all of the moves required to activate, the activation move, and an additional move to maintain the technique if desired. Examples: summoning Shima and Fukasaku and then using Senpo Goemon are two separate moves, so 2 actions required to use Senpo Goemon if Shima and Fukasaku have to be summoned. Action count does not take into account the time required to do each, so while in-game  a player summons Shima and Fukasakua, activates Magen: Gamarinshō, and the effects are instant, in actual RP a certain amount of time has to pass before this particular jutsu takes effect, so the player must maintain the technique past its initial activation for however long is necessary.

        -"Basic" maneuvers and attacks, as a group, require one action. In other words, a player who climbs a tree by jumping from branch to branch has only done one action, while a player who twirls and then throws a hiraishin marked kunai to the top of the tree and warps to it using hiraishin has done 2 actions.

      -Talking only requires an action if it is used to coordinate attacks, deliver information (exposition) or exceeds 560 characters (2 SL full posts of dialogue).

Character Controlling: Any strategy, action, or method used In Context (IC, RP, etc.) which both controls another players' character without their permission and transcends the prescribed ruleset that players determine the fate of their own characters based upon the roleplay that the character is in or agreed upon secondary elements such as judge and GM decisions.

Biju RP Game-Master: A player or set of players that control the non-player elements of the roleplay (NPC's, natural weather, rogue tailed beasts, etc.) and are responsible for keeping the roleplay focused and in order. Shortnamed "BGM", this role is not to be confused with the staff Game-Masters, whose RP responsibilities encompass all of the realm's RP and are expected to take punitive action towards players violating game rules and disrupting the peace of the site. Staff Game-Masters may take on this role and thus perform both their normal duties and the biju RP GM duties.

God-Modding: Any strategy, action, or method used In Context (IC, RP, etc.) which goes beyond the agreed upon limits or environment set by the narutoverse inspired shinobilegends world. This includes breaking SL RP rules.

Hunted: A jinchurikii or biju summoner in the RP

Hunter: Anyone who seeks out a jinchurikii or biju summoner with the the intent of taking the tailed beast.

Judge: A player or group of players agreed upon by the participants in the RP to preside over the entire RP in order to settle disputes and make decisions about the outcome of the roleplay, usually when called upon by at least one player. These decisions are non-negotiable, and support the GM in making the battlefield status update.

Metagaming: Any strategy, action, or method used In Context (IC, RP, etc.) which uses external factors to affect the game. Examples include viewing someone else's RP or reference information and attain knowledge which the player's character would not know otherwise, or to determine the outcome of a RP event based on the players themselves and not the situation that the players' respective characters are in.

Neutral: Any individuals that do not fall under the other categories described in terminology, such as bystanders and those not involved in the RP at all.

Support: Any individual who directly provides aide to either the Hunter or the Hunted. It is expected that they have fewer stakes in the success or failure of the mission.

Rogue Beast: Any tailed beast that is not controlled by a player character or sealed. It is a free range beast that will resist any attempts at subduing it.

==========

Special RP rules for jutsu and techniques

Edo Tensei: http://forum.shinobilegends.com/index.php/topic,7768.msg210235.html#msg210235 (http://forum.shinobilegends.com/index.php/topic,7768.msg210235.html#msg210235)
http://narutoprofile.wikia.com/wiki/Summoning:_Impure_World_Reincarnation#Usage_Rules (http://narutoprofile.wikia.com/wiki/Summoning:_Impure_World_Reincarnation#Usage_Rules)

Hiraishin:
http://narutoprofile.wikia.com/wiki/Flying_Thunder_God_Technique (http://narutoprofile.wikia.com/wiki/Flying_Thunder_God_Technique)

* Anyone with Rinnegan cannot also use sage mode. The player must pick one or the other. Similarly, someone with sage mode cannot use rinnegan.

* Telescope technique cannot be used to discover jinchurikii/beast summoner locations.

=========

Biju IC Hunt Specific Rules

*During the RP Hunt, neither a hunter nor the hunted can enter a place that bans the presence of biju, such as Kirigakure. Additionally, if a fight is a part of the Hunt RP, then the fight is forbidden from taking place in a heavily populated RPing area such as the village boards, and must be conducted outside of villages, clan halls, etc. In short, it must take place in the zones with no more than the Hunter, Hunted, BGM, Judge and Support posting anything related to the RP itself.

*The general flow of the RP will be charted out by the Hunter, the Hunted, a BGM, a backup BGM, and a Judge. The goal is to create a reasonable RP scenario where the Hunted and the Hunter at some point confront each other in some shape or fashion (it does not have to be a battle, but that is the most common direction for "confrontation"). The RP should take into consideration the desires of Support, and the discussion should take place on the forums and in public. The group has 2 weeks to setup and agree to the terms of the RP.

* Once the RP scenario is devised and hashed out, the RP should begin as soon as possible and follow the mapped out scenario as closely as reasonably possible. If adjustments need to be made for other events in the realm (massive war, anther biju hunt crossing paths, etc.) then these changes should be posted to the thread where the scenario was discussed.

*The judge has the final word on RP outcomes, but violations of biju rules may have a ruling appealed to the Biju Council.

* All players (including active BGM) have a 96 hour or 4 day post time, whichever is longer, whenever it is his or her turn to post. If a BGM or judge fails to post as needed during this time, then they can be replaced by another candidate of the Hunter and Hunted's choosing, starting with the replacement BGM. If a Hunter or Support fails to post on time, then their character is, at the determination of the judge, is considered captured, killed, considered having fled from battle, etc. If the Hunted fails to post on time, then they will either be considered captured, beast extracted, beast stolen, etc.

==========

The Order and Flow of Biju IC Hunt:

-------Player characters may use up to 3 actions, all clones of a single character share a 1 action limit, and all summons share a 2 action limit. If the player character does not use an action, then it can be transferred to summons or clones. Special rules such as the Edo and Biju summoning rules trump the action limit rule when applicable (for example, a biju summoner can only do 1 action according to the Biju Rules, and the biju can only do 2 actions).

-------BGM's will always make the first post establishing the environment, while all other players will take turn posting in the order in which they made an entry post into the area or zone. Participant characters (including rogue biju and NPC elements) are not allowed to attack on the entry post, nor are they allowed to permanently leave the RP nor fight by any means. Any time spent in pocket dimensions and other such places must be kept to a maximum of 5 non-consecutive turns ( 1 action entering and 1 action leaving) for the entirety of a RP.

--------Each round consists of each player's turn, which consists of a specific player's actions in the RP. At the beginning of each round, the BGM will post an "update" to the environment in order to facilitate a unified image of the battlefield. If required the judge and the BGM may work together to make sure that the intended post is accurate and, if judge rulings were made, that the consequences of said ruling are incorporated into the post.

---------Discussions regarding the RP should take place in an OOC board (on SL) or in a separate thread from the fight (SL forum). It is every players' responsibility to maintain order and decency in the thread. Insults should not be present, even passive aggressively, and all players are encouraged to report any behavior that he or she considers disruptive to Staff (even if it is one of the Staff doing the action).

--------- Because of the great length of time it may take for a RP of large amounts of people to get done, there can be no more than 4 participants (excluding judge and BGM) in an IC biju match at this time; a Hunted, a Hunter, and 2 Support for either side. This may seem very small, but arrangements should be made in the beginning to keep the player count small. Players are forbidden from having IC matches with themselves for any reason, and players that are discovered doing this will be permanently banned from all things biju indefinitely, their beast stripped and delivered to the Council.

- Jinchurikii and summoners cannot lose their biju IC outside of a biju hunt, unless the character is killed in an unrelated RP. Should a circumstance like that occur, the biju will go to the Biju Council. That means that the hunted may flee at any point, hunters do not have to OOCly announce their intentions to any party, there are no activity requirements for the RP (beyond other obligations, such as the overall biju activity rule), etc. 

***** Metagaming, Godmodding, and Character-Controlling are forbidden at all times. *******


Areas that need more discussion

Things stricken out altogether

Title: Re: IC Rules 2 (discussion)
Post by: JayJay on April 01, 2017, 02:36:11 AM
This happens on the main site and not on the forum?

Would the use of space-time techniques be plausible if it's for a change of battlefield? Like the fight is still happening, but it's just hopping from place to place.

What if the players wanted to increase the amount of action limits between them for the fight, would that be possible?

What if the BGM misses his cue for a post? Does the fight halt for him/her or does a new BGM step in, in their absence?

The last one is about players doing their own IC match. What if they wanted to do something that's entertaining (because it is a game) to them, and bringing in a third party offsets their vision for their RP? Would they have to include the BGM into the bigger picture of their RP, or what? I don't entirely get this?

I'm not sure if I have more questions...
Title: Re: IC Rules 2 (discussion)
Post by: Eric on April 01, 2017, 02:57:43 AM
This happens on the main site and not on the forum?

Would the use of space-time techniques be plausible if it's for a change of battlefield? Like the fight is still happening, but it's just hopping from place to place.

What if the players wanted to increase the amount of action limits between them for the fight, would that be possible?

What if the BGM misses his cue for a post? Does the fight halt for him/her or does a new BGM step in, in their absence?

The last one is about players doing their own IC match. What if they wanted to do something that's entertaining (because it is a game) to them, and bringing in a third party offsets their vision for their RP? Would they have to include the BGM into the bigger picture of their RP, or what? I don't entirely get this?

I'm not sure if I have more questions...

1) It can happen on either. It's much easier to have an "isolated" IC fight here on the forum where it's unlikely to have collateral to other players and their RP, but SL allows the Support to not have to have a forum account (unless he or she snatches the biju) and allows the RP to more intimately connect and interact with the SL world at large. However, due to the player cap that is currently on it, I suppose it's a somewhat moot point with non-invited people joining in if the participant cap is full.

2) I hadn't really thought of that as being practical, but I suppose you could consider that an extenuating circumstance. Otherwise not under the current guidelines an argument could be made that since all combatants went then the battlefield/area went with them.

3) Personally I would prefer a standardized action limit, but that's not your question. No, that wouldn't be possible with the current iteration, the action limit # is pretty set at the time being, though that can be changed.

4) A new BGM would have to step it, but invariably the fight would be held up some until that BGM is found and appointed, similar to if a judge goes missing in the middle of an OOC biju fight.

5) The BGM is responsible for keeping the RP orderly, if the players involved want a certain environment then that is something that the BGM would certainly comply with, as long as it's not TOO entertaining (as in break game rules kind of entertaining).
Title: Re: IC Rules 2 (discussion)
Post by: JayJay on April 01, 2017, 03:50:02 AM
This happens on the main site and not on the forum?

Would the use of space-time techniques be plausible if it's for a change of battlefield? Like the fight is still happening, but it's just hopping from place to place.

What if the players wanted to increase the amount of action limits between them for the fight, would that be possible?

What if the BGM misses his cue for a post? Does the fight halt for him/her or does a new BGM step in, in their absence?

The last one is about players doing their own IC match. What if they wanted to do something that's entertaining (because it is a game) to them, and bringing in a third party offsets their vision for their RP? Would they have to include the BGM into the bigger picture of their RP, or what? I don't entirely get this?

I'm not sure if I have more questions...

1) It can happen on either. It's much easier to have an "isolated" IC fight here on the forum where it's unlikely to have collateral to other players and their RP, but SL allows the Support to not have to have a forum account (unless he or she snatches the biju) and allows the RP to more intimately connect and interact with the SL world at large. However, due to the player cap that is currently on it, I suppose it's a somewhat moot point with non-invited people joining in if the participant cap is full.

2) I hadn't really thought of that as being practical, but I suppose you could consider that an extenuating circumstance. Otherwise not under the current guidelines an argument could be made that since all combatants went then the battlefield/area went with them.

3) Personally I would prefer a standardized action limit, but that's not your question. No, that wouldn't be possible with the current iteration, the action limit # is pretty set at the time being, though that can be changed.

4) A new BGM would have to step it, but invariably the fight would be held up some until that BGM is found and appointed, similar to if a judge goes missing in the middle of an OOC biju fight.

5) The BGM is responsible for keeping the RP orderly, if the players involved want a certain environment then that is something that the BGM would certainly comply with, as long as it's not TOO entertaining (as in break game rules kind of entertaining).

1. I hadn't even thought of that, though the probability of trolls is higher on the main site as well.

2. I'm not sure of the battlefield following, in terms of the environment, but I know what you mean. Though, doing something like this runs the possibility of either party losing their supports, so it'll have to be used wisely. Correct?

3. That's cool. I was just thinking of the Jay v Kamui bout where it went up to six for a while. So I was thinking if it was possible. It's cool if it stays at three. The player having three, and sharing those actions with clones and summons sounds good.

4. It should be a stipulation for a backup BGM to be appointed along with the primary. It can be like an actor's understudy, keeping up with the flow of battle just in case they're needed.

5. I mean, if it was possible to DBZ it up in this piece, I would go for it. Obviously, we'd have to remain in character, so some people would have to be the Raditzes of the RP ;D Though, I guess it's still possible to do that, what with there being some Moon-Level beings in the Naruto Canon... so yeah, Raditz level :D

Bonus. On the off chance that I'm fighting someone with the Paths of Pain, Hazama for example, and I wanna use my Seven Sins, would we be able to increase the action limit for all Paths/Sins to be used? This doesn't pertain to Biju fight (probably) it's just a what if at this point. Or what if I was fighting Athos, would it be alright if I allowed him to summon all of the Biju under his control???
Title: Re: IC Rules 2 (discussion)
Post by: Eric on April 01, 2017, 04:07:12 AM

1. I hadn't even thought of that, though the probability of trolls is higher on the main site as well.

2. I'm not sure of the battlefield following, in terms of the environment, but I know what you mean. Though, doing something like this runs the possibility of either party losing their supports, so it'll have to be used wisely. Correct?

3. That's cool. I was just thinking of the Jay v Kamui bout where it went up to six for a while. So I was thinking if it was possible. It's cool if it stays at three. The player having three, and sharing those actions with clones and summons sounds good.

4. It should be a stipulation for a backup BGM to be appointed along with the primary. It can be like an actor's understudy, keeping up with the flow of battle just in case they're needed.

5. I mean, if it was possible to DBZ it up in this piece, I would go for it. Obviously, we'd have to remain in character, so some people would have to be the Raditzes of the RP ;D Though, I guess it's still possible to do that, what with there being some Moon-Level beings in the Naruto Canon... so yeah, Raditz level :D

Bonus. On the off chance that I'm fighting someone with the Paths of Pain, Hazama for example, and I wanna use my Seven Sins, would we be able to increase the action limit for all Paths/Sins to be used? This doesn't pertain to Biju fight (probably) it's just a what if at this point. Or what if I was fighting Athos, would it be alright if I allowed him to summon all of the Biju under his control???

1) Trolls? This isn't World of Tanks JayJay...

2) Again, it's already a stretch, if some of the combatants stay behind, then it's definitely against the rules because none of the participants can use space-time ninjutsu to escape the battlefield.

3) Currently the player character gets 3, every clone made shares a single 1 action, and all summons summoned share a 2 action limit, though if the player character does not use an action then it can be transferred to the others.

4) That could be tricky, but logical. With how long these RP's go on it's very likely something is boudn to come up for someone. The judge might can act as backup BGM until another one is chosen, but yeah, a backup one could be nice.

5) I, honestly don't know right now how a DBZ setting would fit. I mean, as long as it's narutoverse based SL RP (broad, I know) then go for it. Use chakra and all that.

Bonus: No, that's physically impossible even for Athos. Summoning a biju takes 20% of the total chakra, summoning 5 would kill Athos instantly, summoning 4 would kill him in one turn (because of the 5% tax on each summon that would take place in that next turn). No, due to the biju rules on summons he could not summon all of them, at least not for long. 3 would be manageable for a very short amount of time, but still a huge waste of resources.


* Actually, if he were to have another source of chakra to feed off of constantly that could match teh chakra drain, summoning up to 4 would actually be feasible. Impractical but feasible. *
Title: Re: IC Rules 2 (discussion)
Post by: JayJay on April 01, 2017, 06:27:38 AM
1. There's trolls outside of world of tanks, also never played world of tanks. So I don't know how they'd troll there.

2.I mean, that's pretty restricting for an IC setting, in which they should pretty much have the opportunity to run, considering the scenario. But I guess, it's still possible, just outside of that instant variety.

3. That's restricting as well, but it makes sense, considering the amount of clones containers can make. I guess that only affects those present in a fight and not those that are out there, doing other things?

4. See? Good idea :D

5. Oh, I mean, obviously. Don't need anybody going super saiyan... even though that's kind of just the RnY without the excessive power boost.

Bonus. The amount of chakra is sort of iffy, depending on the container used. While 20% sounds reasonable, with the average ninja. But if someone has more chakra, wouldn't it be less, just to stay within the ratio of the amount needed to summon. Say someone had a cap of 100 chakras. It'd take 20 of those to summon the beast. Now if someone else had 1000, why would it go up to 200, if the previous requirement was 20? I understand we're working on percent, but the former had 10% of the latter's chakra reserves. I get that working on equality between players in terms of gameplay mechanics is a must, but the latter is expelling more chakra to summon the beast. Does that mean they're worse at chakra control? It just seemed iffy. I'm arguing against it, but I'm not against it, if that makes sense.

*Does that mean, Edo Zombies could eventually summon all 9 Biju and the Gedo if they do it in intervals? Since there's only a 5% tax? No wait, nevermind. Dang rules.
Title: Re: IC Rules 2 (discussion)
Post by: Eric on April 02, 2017, 06:00:41 AM
1. There's trolls outside of world of tanks, also never played world of tanks. So I don't know how they'd troll there.

2.I mean, that's pretty restricting for an IC setting, in which they should pretty much have the opportunity to run, considering the scenario. But I guess, it's still possible, just outside of that instant variety.

3. That's restricting as well, but it makes sense, considering the amount of clones containers can make. I guess that only affects those present in a fight and not those that are out there, doing other things?

4. See? Good idea :D

5. Oh, I mean, obviously. Don't need anybody going super saiyan... even though that's kind of just the RnY without the excessive power boost.

Bonus. The amount of chakra is sort of iffy, depending on the container used. While 20% sounds reasonable, with the average ninja. But if someone has more chakra, wouldn't it be less, just to stay within the ratio of the amount needed to summon. Say someone had a cap of 100 chakras. It'd take 20 of those to summon the beast. Now if someone else had 1000, why would it go up to 200, if the previous requirement was 20? I understand we're working on percent, but the former had 10% of the latter's chakra reserves. I get that working on equality between players in terms of gameplay mechanics is a must, but the latter is expelling more chakra to summon the beast. Does that mean they're worse at chakra control? It just seemed iffy. I'm arguing against it, but I'm not against it, if that makes sense.

*Does that mean, Edo Zombies could eventually summon all 9 Biju and the Gedo if they do it in intervals? Since there's only a 5% tax? No wait, nevermind. Dang rules.


1) Fair point, but I haven't seen any RP trolls around SL since the more populous days.

2) In the thread, there was voiced opposition to allowing people to escape, mostly because the second trouble enters zone target escaping via space-time ninjutsu was a huge potential issue. I felt a remedy was to prohibit leaving the area/zone using space-time ninjutsu period. Of course, such a restriction might not be necessary since many terms are being made up by both parties, but again carry-over from the discussion was hugely in mind there.

3) In a non-fight setting usually people are not limited by action counts at all. Are you suggesting that it explicitly be a combat only limitation?

4) I'll add that to the proposal.

Bonus)  Those are the current biju rules. It did not specify chakra amounts, only percentage of total chakra, regardless of total quantity, to keep people with large amounts of chakra from getting around the intended restrictions to keep biju summoning from getting too out of hand. Creating one chakra clone [standard shadow clone specifically] splits chakra of the user in half, regardless of the amount of chakra that the user has. Creating 6 splits the user's chakra into sixths, etc., so such chakra rationing is not unheard of, just not canon for summoning. Again, it's the current biju rules, summoning rules haven't really changed much since hardly anyone actually uses a tailed beasts as a summon in battle.
Title: Re: IC Rules 2 (discussion)
Post by: Timothy on April 02, 2017, 06:37:34 AM
Zone fights In character unless specified otherwise by some special rule agreed upon OCC or otherwise to my knowledge allow escaping, especially if one seeks to steal, pillage, or kill another character in character. In bijuu matches, it's essentially 'you're the loser' if you tried it as a tailed beast defender and you're stripped for attempting it, or if the attacker and it's agreed to be IC, nulled somehow if agreed to prior yada yada. If it's OCC you still have the 3 month challenge penalty.

I do have a question, wasn't movement considered a separate part of RP fights ?
Title: Re: IC Rules 2 (discussion)
Post by: Eric on April 02, 2017, 06:44:16 AM
Zone fights In character unless specified otherwise by some special rule agreed upon OCC or otherwise to my knowledge allow escaping, especially if one seeks to steal, pillage, or kill another character in character. In bijuu matches, it's essentially 'you're the loser' if you tried it as a tailed beast defender and you're stripped for attempting it, or if the attacker and it's agreed to be IC, nulled somehow if agreed to prior yada yada. If it's OCC you still have the 3 month challenge penalty.

To me, it seems more harsh to strip a defender for trying to flee in an IC battle than to simply prevent the easier kind of retreat from being attempted. Again, this is a RP battle, a more skittish character like Eric would not want to stick around to fight someone like Athos or even the Yellow Flash without an IC motive for doing so and without being cornered into a fight, while a character like Athos would probably maul the challenger and make them want to retreat for their lives.

The dishonor for fleeing partially stems from targets running before time and, an issue that Bocc faced when he was still around, challengers keep coming back without really growing in strength or experience to try again in repetition.
Title: Re: IC Rules 2 (discussion)
Post by: Hazama on April 02, 2017, 06:45:18 PM
Zone fights In character unless specified otherwise by some special rule agreed upon OCC or otherwise to my knowledge allow escaping, especially if one seeks to steal, pillage, or kill another character in character. In bijuu matches, it's essentially 'you're the loser' if you tried it as a tailed beast defender and you're stripped for attempting it, or if the attacker and it's agreed to be IC, nulled somehow if agreed to prior yada yada. If it's OCC you still have the 3 month challenge penalty.

To me, it seems more harsh to strip a defender for trying to flee in an IC battle than to simply prevent the easier kind of retreat from being attempted. Again, this is a RP battle, a more skittish character like Eric would not want to stick around to fight someone like Athos or even the Yellow Flash without an IC motive for doing so and without being cornered into a fight, while a character like Athos would probably maul the challenger and make them want to retreat for their lives.

The dishonor for fleeing partially stems from targets running before time and, an issue that Bocc faced when he was still around, challengers keep coming back without really growing in strength or experience to try again in repetition.

Well it's not very sportsmanlike to quit just because you don't think you're going to win. Isn't sportsmanship what we're concerned about now?
Title: Re: IC Rules 2 (discussion)
Post by: Timothy on April 02, 2017, 06:55:57 PM
I suppose it ultimately comes down to if challenges are IC/OCC with the Host/Summoner and challenger agreeing to specifics. If they are unable to do so a mediator can step in.
Title: Re: IC Rules 2 (discussion)
Post by: Eric on April 02, 2017, 07:54:17 PM

... Well it's not very sportsmanlike to quit just because you don't think you're going to win. Isn't sportsmanship what we're concerned about now?

If in deep in the RP I agree, but at the beginning of the engagement giving up and saving people time seems sportsy enough. Still, that's good justification also for no fleeing.

I suppose it ultimately comes down to if challenges are IC/OCC with the Host/Summoner and challenger agreeing to specifics. If they are unable to do so a mediator can step in.

OOC matches fleeing is autoforfeit due to the nature of the engagement (it's two people come to fight, usually, with Athos and Jay challenging the norm with their current match, so fleeing doesn't make a whole lot of sense) but IC matches takes away any possibility of the two parties agreeing to a sort of chase-like "fight" through the streets or something to that sort.

Course, the whole point of this discussion is to try to find where a good balance between all the things needed and wanted in a set of IC rules.
Title: Re: IC Rules 2 (discussion)
Post by: Eric on April 08, 2017, 02:57:15 PM
Updated to include tweaked regulations on leaving/exiting a fight/RP and a clause regarding IC encounters not initiated under this system, to account for different preference levels on flexibility. One has guarantees (the Hunt guarantees a fight at some point agreed upon by certain parties) and the other has naturalness to it (spontaneous, but no rules essentially).
Title: Re: IC Rules 2 (discussion)
Post by: Eric on May 01, 2017, 04:21:57 AM
Linked are the IC rules as proposed by yours truly. Votes are Yay or Neigh, since the discussion on them has been left alone for as long as it has.

http://forum.shinobilegends.com/index.php/topic,9382.0.html (first post)

Ratify (Yay): 0

Reject (Nah): 0



* voting closes on May 5, 2017
Alright, going down the list;
1. In the action terminology, it states that giving instructions or planning verbally counts as an action but I'd have to disagree with that O.o The only time I've ever heard of talking counting as an active, is if it is an attempt at a Genjutsu or an Ototon move. Otherwise, trying to work with my teammate costs me an action?
2. If the BGM is in charge of handling NPCs, how they defend the village and so on, what if that person doesn't give a damn? For example, let's say Tobi attacked me in Uzushio(unlikely because we love our village but still), and then Jay ends up as the BGM. But let's say Jay just got his Sasuke on, ran away, hates everyone, and now has the power to do this >> If the BGM is there to control any neutral parties that are NPCs(unless I'm misunderstanding how this works) what if Jay just ignores EVERYTHING about the village needing protecting and let's it get destroyed in the process? O.o Would seem a bit unfair.
3. Now the limit of people who can join is alright with me, sorta. Needs some clarification, I think. Like, if I am the Hunted and the Hunter comes with two support people, that totals four people and now I can't have a support? Or now one of them has to awkwardly back up and watch, or become a neutral party, so that I can bring someone in? O.o And does the limit of four people also include Neutral forces, cause I don't think they should but there shouldn't also be an endless amount of people who can decide to be neutral.
4. And finally, the last paragraph confuses me a bit o.o It basically sounds like you are saying, after all that, if people just randomly bump into each other and one decides to take the beast from the other, they can just ignore the rules and do what they want >> I don't think that's how it is suppose to be taken but that is how I am taking it xD

1) I might can cut that to planning of a certain length, but in a battle, if you take x amount of time to discuss the plan, then that should count as an action in my opinion; it is not typically done, but in a situation with actual teams, it pays to already have most of the plan hashed out before the fight, or interrupt opponents while they are planning or something. It's to make strategic chatter a more valuable asset requiring some level of timing, but I am not married to it existing that way. A particularly long bit of conversation though I am engaged to though, because really, in SL fights, there is no excuse for a monologue to not take up at least a turn when it is longer than the action posts.

2) BGM can be a group of people, but in a situation like that, the BGM would need to be replaced. However, I do notice that there is not a formal process for removing active but counter-productive BGM's at this current moment in time. But yeah, replacing the BGM with the replacement or with another chosen by the two main parties seems to best course of action.

3) The IC match is setup before any actual RPing begins. That should mitigate unexpected lopsidedness. Neutral parties are neutral, they are not really fighting for either side, but there is a lack of mention of what exactly to do with them if they are around when things start getting messy. While pre-planning might could avoid this, it is inevitable that as the RPing actually starts there might be some nuetrals getting in the way (intentionally or not).
Because this biju RP is supposed to be happening In-Context, then as the rules are written now, neutrals are not technically allowed to participate, but in practice, unless the Hunters and Hunted end up in an isolated location when they start fighting or dueling or drinking or whatever, neutrals are likely to get caught up. Anyone who is not on the Hunter or Hunted's side is considered a Neutral. Neutrals have no say in most matters (as you probably noticed) but exist as more than potential collateral.
Some clarification on what neutrals can and can't do might indeed be in order, then.

4) Basically, outside of a Formal Hunt, regular RP applies. That is the "safety net" clause brought up because of Jay's comment about this structured RP not being fun. If you can do an IC biju hunt your way, a legitimate way mind you, then this rule set is not going to restrict people who can get along fine without these measures in place. It's the people who don't and by extension require structure (including newcomers) that benefit from these rules. Trying to take a biju from someone as a neutral party while the Hunt is going on is a no-no, or at least, is intended to be a no-no, as I might not have typed that anywhere in there.
Title: Re: IC Rules 2 (discussion)
Post by: Dart Terumī on May 01, 2017, 08:52:15 AM
I disagree that general movement and speaking count against one's action total. Only techniques and set-ups for techniques should be that count.

Other than that, I agree with most everything else with a few minor tweaks...

....there should be no "Neutral Party" as that's just begging for a disaster to occur. It should be the objective of the Hunter to isolate the Hunted in order to avoid undue calamity from the ensuing fight. Otherwise, the "Neutral" would be forced to intervene:

I.E. The two pick a fight in a village. Some civilians get hurt. Now the village has viable, IC reason to intervene that would supersede these IC rules.

It should be added in that the Hunter is to get the Hunted away from civilization, if that is where the Hunted is to be found.


....I think it should be a standardized 3 actions per turn, shared. No increasing the number despite what clones, summons, fissions, Paths, etc. are brought into play or what the party entirety agrees to.


....If there is going to be a "Support" role, then that needs to be limited to 1 support total per person. So 1 for the Hunter and 1 for the Hunted. Period. This could be amended at a later time when RP is able to deal with larger numbers and the players are more active, but for now, keep it limited to this.




Though, it needs to be noted that none of this would matter if the new idea for handling the bijū is implemented.
Title: Re: IC Rules 2 (discussion)
Post by: Gyu~ru~ru on May 01, 2017, 09:39:29 AM
I'd like to start by apologizing for having more questions that actual input as I've removed myself from RP for many years and have just rejoined it recently.
1) This rule only applies to IC Bijuu hunts and not normal sparring in the zones, right?

2) IC Bijuu hunts are like story driven in-character hunts for Bijuu that if you lose a limb or die during the fight, it's permanent?

3) BGM *laughs* I can't help but think of background music when I see those letters.

Now about the rules;
Quote
If a Hunter or Support fails to post on time, then their character is, at the determination of the judge, is considered captured, killed, considered having fled from battle, etc. If the Hunted fails to post on time, then they will either be considered captured, beast extracted, beast stolen, etc.
This feels unimmersive for something that is IC. Can a player choose to treat it as the opponent missed a turn, and continue with their action with auto-hit allowed. I'll give an example below:

Gyururu tries to surround Tomi with a her blood to form a sphere around him.
(96 hours have gone by)
Gyururu traps Tomi inside a sphere of blood and proceed to implode him, crushing him with extreme pressure.
(96 hours have gone by)
Gyururu watches as Tomi's crushed body falls onto the ground with a "thump" and walks over to him in order to extract his Bijuu.
(96 hours have gone by)
Gyururu finishes extracting the Bijuu. Due to the lack of response from Tomi, she assumes that he is dead and leaves the area.

About the order and flow;
Quote
- If, in the course of RP that is not a Biju Hunt, that those who would fall under the category of Hunted are engaged by those wishing to attain the tailed beast, then these restrictions do not apply unless the RPers wish to abide by these restrictions. That means that the hunted may flee at any point, hunters do not have to OOCly announce their intentions to any party, there are no activity requirements for the RP (beyond other obligations, such as the overall biju activity rule), etc.
I am confused. First there was a bunch of rules about IC Bijuu hunt, but if a Hunted is defeated in regular RP and his/her opponent suddenly decide that, "Oh, I want that Bijuu", then they can just take it without going through all the rules of the Bijuu hunt? So...
1) What is a Bijuu hunt?
2) What is stopping players from using this exception as a loop hole to ignore the IC rules by taking Bijuu from the hunted during "non-bijuu hunt" RP?

@ Terumi
Quote
....I think it should be a standardized 3 actions per turn, shared. No increasing the number despite what clones, summons, fissions, Paths, etc. are brought into play or what the party entirety agrees to.
I believe clones, summons, fissions, paths, etc should have their own action per turn. It simulate a situation where your opponent tries to overwhelm you by creating clones, and summoning creatures or whatnot onto the battlefield. It feels kinda awkward when you run out of action and can't do anything because your clones and summons used up your action. So you just stood where and watch while your minions do their thing?

But not this;
Quote
...if the player character does not use an action then it can be transferred to the others.
As it would give the clones/summons too many actions per turn.
Title: Re: IC Rules 2 (discussion)
Post by: Timothy on May 01, 2017, 06:11:04 PM
I still suggest my idea that if one has an extra body, character, shadow clone, etc they get +1 to the overall action limit which the main character can't use and the extra can only use up to 3 action points of the pool themselves.



And oiy, Gyururu no becoming a widow just yet Dx
Title: Re: IC Rules 2 (discussion)
Post by: Eric on May 01, 2017, 07:17:22 PM
I disagree that general movement and speaking count against one's action total. Only techniques and set-ups for techniques should be that count.

Other than that, I agree with most everything else with a few minor tweaks...

....there should be no "Neutral Party" as that's just begging for a disaster to occur. It should be the objective of the Hunter to isolate the Hunted in order to avoid undue calamity from the ensuing fight. Otherwise, the "Neutral" would be forced to intervene:

I.E. The two pick a fight in a village. Some civilians get hurt. Now the village has viable, IC reason to intervene that would supersede these IC rules.

It should be added in that the Hunter is to get the Hunted away from civilization, if that is where the Hunted is to be found.


....I think it should be a standardized 3 actions per turn, shared. No increasing the number despite what clones, summons, fissions, Paths, etc. are brought into play or what the party entirety agrees to.


....If there is going to be a "Support" role, then that needs to be limited to 1 support total per person. So 1 for the Hunter and 1 for the Hunted. Period. This could be amended at a later time when RP is able to deal with larger numbers and the players are more active, but for now, keep it limited to this.


[1] In context RP does not exist in a bubble. "Neutrals" exist because there is more than just the fight to think about here. "Neutrals" are also gatekeepers, informants, chatters, etc. that are not on either side of the table, but are still player characters (IE, anyone who denies biju existence is a neutral). The RP is pre-planned and the plan is expected to be stuck with, so a village battle would be fairly unlikely to happen unless it is intended, in which case the villagers are still "neutrals" and fall under these rules. More likely than not though, if a fight is the endgoal, the two will be unlikely to agree to fighting on turf with a large amount of "neutrals" who are more likely to side with one or the other.

I must stress, a zone fight is not the only way that the Hunted may be beaten in this RP, even if it is the most conventional way. The intent is to try to maintain some level of flexibility in the most important part of the Hunt, the planning stage.

[2] That's how I generally RP my actions, but RPing it that way makes outnumbering your opponent meaningless unless you outnumber said opponent with other player characters. A naruto-esque character (pre six paths) who was a shadow clone whore would have no place here, nor a Six Paths of Pain-esque character.

[3] Though not worded the best, the player cap you suggest is already in place. Four players, Hunted, Hunter, 2 Support, and BGM poster.

I'd like to start by apologizing for having more questions that actual input as I've removed myself from RP for many years and have just rejoined it recently.
1) This rule only applies to IC Bijuu hunts and not normal sparring in the zones, right?

2) IC Bijuu hunts are like story driven in-character hunts for Bijuu that if you lose a limb or die during the fight, it's permanent?

3) BGM *laughs* I can't help but think of background music when I see those letters.

Now about the rules;
Quote
If a Hunter or Support fails to post on time, then their character is, at the determination of the judge, is considered captured, killed, considered having fled from battle, etc. If the Hunted fails to post on time, then they will either be considered captured, beast extracted, beast stolen, etc.
This feels unimmersive for something that is IC. Can a player choose to treat it as the opponent missed a turn, and continue with their action with auto-hit allowed. I'll give an example below:

Gyururu tries to surround Tomi with a her blood to form a sphere around him.
(96 hours have gone by)
Gyururu traps Tomi inside a sphere of blood and proceed to implode him, crushing him with extreme pressure.
(96 hours have gone by)
Gyururu watches as Tomi's crushed body falls onto the ground with a "thump" and walks over to him in order to extract his Bijuu.
(96 hours have gone by)
Gyururu finishes extracting the Bijuu. Due to the lack of response from Tomi, she assumes that he is dead and leaves the area.


[4] Yes, these rules only apply to Biju Hunts, though many of them are taken from how RP is normally done anyways.

[5] Yes, it's IC, so it is "permanent" if you don't have a way to regenerate it or replace it. Character death, however, I felt should be a little more temporary (like, revived after x amount of weeks or something by Shinigami) but was not sure how to implement such a thing.

[6] That, was not intended, but could be a point of confusion among newer players. Any suggetions for changing the acronym?

[7] That is already implemented, but something that the judge would determine, not the player fighting the opponent would decide. The judge would decide the fate of said character, including but not exclusively the possibility of autohit.

Quote
About the order and flow;
Quote

    - If, in the course of RP that is not a Biju Hunt, that those who would fall under the category of Hunted are engaged by those wishing to attain the tailed beast, then these restrictions do not apply unless the RPers wish to abide by these restrictions. That means that the hunted may flee at any point, hunters do not have to OOCly announce their intentions to any party, there are no activity requirements for the RP (beyond other obligations, such as the overall biju activity rule), etc.

I am confused. First there was a bunch of rules about IC Bijuu hunt, but if a Hunted is defeated in regular RP and his/her opponent suddenly decide that, "Oh, I want that Bijuu", then they can just take it without going through all the rules of the Bijuu hunt? So...
1) What is a Bijuu hunt?
2) What is stopping players from using this exception as a loop hole to ignore the IC rules by taking Bijuu from the hunted during "non-bijuu hunt" RP?


[8] As I mentioned with Athos, that was added as insurance for what Jay pointed out would be really "dull" RP following these rules. If, outside of a formal Biju Hunt Event, two players can come together and work out a RP completely on their own terms, I don't see why they should be restricted here. Yes, if someone comes up and jumps a guy in the Hokage Mansion Uetto style some might would cry foul and that might cause some issues, but is that not IC RP? And would that essentially grant the jinchurikii/summoner immunity from losing their beast in regular RPs if only this formal method is recognized and acknowledged? The regular RP stream is pretty flawed, but if this were to be voted in on the 5th, I don't want it to be the only way to do a biju IC hunt legitimately until it is fully fleshed out, despite my thoughts on the matter back on the 2nd of March.

[9] A Biju Hunt is an organized RP event between a jinchurikii/summoner meditated by a judge and gamemastered by an appointed player. That is the barebones definition of it without all the fancy stuff I normally like to add when I am dodging math homework.

[10] At the moment, nothing, because it's not a loophole. It is wholly intended that if someone can actually conduct a biju hunt RP, properly (as defined by general RP rules, however vague they are at times) then they are free to do so. At least such is my current belief. Again, see [8] on that bit.

===================================


Summary of my reactions:

* It seems like changing up the way action limits work is a favored thought. How much of a change, whether to make it a static 3 or slightly variable is still up in the air. Seems clear though that so far I'm alone in wanting talking to count as an action, even if it's alot of talking.

* What to do with the neutrals, and how they factor into this whole thing beyond side characters in this particular set of RP.

*Making these the IC rules for biju hunting period. I'll wait for replies to my replies on that matter before making any conclusions of my own.

* Wording. The language here and there needs to be cleared up to prevent confusion and such.
Title: Re: IC Rules 2 (discussion)
Post by: Dart Terumī on May 01, 2017, 07:47:03 PM
Quoting would have been too long and I just don't have to capability to separate it all out on my phone. Forgive me, ahem.


I am aware of what you meant by "Neutrals" and that there would be other ways of winning the bijū RP.....but if it is to turn into a fight (as I'm sure 90% of this route would become), then a clause needs to be added that ensures there is no collateral damage, i.e., take the fight to a zone. Because that:

A) Frees up whatever main board is being used for the village to use;
B) Reduces the chance of other players from jumping in and disrupting the entire setup.


If this match (of whatever sort) is going to be a "setup", then that needs to be included. Otherwise, the RP has the potential to pull in an entire village worth of active players and there is nothing in these "IC Rules" to prevent that. You're wanting to make these "rules" to allow structure to be had to the Hunt, but you cannot eliminate all variables because it will be IC......unless you make it a strict stipulation that fighting in a village for the bijū is forbidden.

That way, if either the Hunter or the Hunted attempts to make such a drastic/desperate move while in the village, it would be one more east way to regulate the entire ordeal.

I don't care if it is "unlikely" to be agreed upon.
It needs to be set in stone.




As for outnumbering your opponent, we got rid of such a feat long ago when people all had infinite chakra and can make a 1000 clones with a snap of their fingers. Even now, it's not regulated. Adding another action per clone, summon, fission, path, is just plain silly. 3 total, with whatever you summon/split/use sharing from that pool.
Title: Re: IC Rules 2 (discussion)
Post by: Hazama on May 01, 2017, 07:49:16 PM
Alright, discussions! :D

@Eric
1. Alright, I get that. Though, like Dart says, it is weird  to have talking count as an action but for an IC event, if someone has a paragraph of them talking or planning, or even close to that, then I could actually see the logic in it counting as an action. Because otherwise, while someone is talking, then the other people are just standing there, or they can try to interrupt it come their next turn. But if you use an action point for the planning and conversation, it actually protects you from being stopped while talking because then it'd be a retro-post o.o

2. I was thinking that maybe how a BGM is doing would be on the judge(s) to decide. Like, if they do need to be replaced for whatever reason, the player can bring it up to a judge as well. But just in case, I think we should put up a limit of how many times players can kick a judge or a BGM. And obviously, following the OOC Rules, I think that number should be one for each situation, and those numbers are shared among team-members. So if Eric and I are the hunted, then we only have one time to kick a judge and one time to kick a BGM.

3. The way that I've been thinking Neutrals work are, when a Bijuu Hunt is about to start, they can join in. Because I thought that they were there to stop all the collateral damage, which is why the BGM was in charge of making a post every round detailing what the after effects of everyone's moves are o.o And what is happening on a wider scale.
3a. Wait, when you say the match is set up before any RPing happens, do you mean that before the people can even start hunting, it is decided and known who is going to be involved? That makes sense for the Hunted and Hunter, maybe, but for there to be a type of waiting list or something wouldn't be right. This type of thing is suppose to be first come, first serve. I think we talked about this in the previous topic, where if Jim is a Hunter and Jon is another Hunter, if one attacks first then their team goes first.
3b. The last couple sentences of my own post got me thinking, I don't think I see a cooldown anywhere and I know we mentioned one before. Because if I just beat Jim's team, without a cooldown, then Jon's team can literally just come up on their heels and fight me in a super weak state. Or something o.o And I think we said one week but then pointed out no one can actually get a RP done in one week, so I'd motion for at least two since the OOC rules are a one week cooldown after challenges and OOC challenges don't even stop you from RPing.

4. Alright, I get what you're saying, sorta. They would still follow the rules of the event but if we can pull it off without, then we can?... I Dunno if I like that idea, assuming that I am even understanding it properly xD

------
@Dart
I made mention of the speaking action in my number one post, I don't think your entirely wrong but this is also knew ground for all of us.

As for an action count, I think there should be at least an addition of one. Like, maybe not an action point for every clone created(think about that, even if they are splitting their chakra every time, it can still be up to three or four more actions) plus one for the summons. I wanted to say that maybe we should add an action for clones and one for summons, but assuming that each person on one team summons both, then it would take us up to 10 actions per team, or five actions per person. And that could get a bit crazy. I think just adding 1 AP for clones/summons works.

I also think Paths should be handled differently but last time I checked, the discussion about how paths worked died out before there was ever even a consensus. So while we are at it, I want to propose something for how paths should work. If someone even has paths to use(super rare, Tim and myself are the only ones I can think that actually use paths), then by even summoning them they are putting themselves at a slight disadvantage. Of course, they get more hands on the field but they are limiting their own amount of Dojutsu capabilities. So I think that we should let the person who uses the paths to get one addition action for every addition person they are fighting. So if there are two Hunters, they only get one addition turn, and if they are fighting three Hunters, they get two addition turns. And so on. Right now, pretty sure the rules limit us to 2v2s, so it would only add one addition action per turn until the rules get edited in the way, way distance future, if even at all.

-----
@Gyu

Just noticed that I basically talked in circles just to say what you did x.x So that was fun.

As for the not posting and then getting hit with the attack, think about what you just did. In a real fight, that would've taken one turn, MAYBE two, for you to do o.o I doubt you'd actually take four turns to carry all that out because then I don't think you'd ever win a fight. That's as simple as,"Gyu does several handsigns, spits out large amounts of blood and then preforms Blood Crushing Prism!" Or something o.o If anything, it's less unrealistic to give the person several chances to escape a move.

I honestly think that parts fine just because that is usually how most IC events go, especially when something is on the line. If you want to have the nerve and guts to try Hunting Bijuu, you also need to make sure you have the time to post as frequent as possible. o.o But that's just my opinion.
Title: Re: IC Rules 2 (discussion)
Post by: Gyu~ru~ru on May 02, 2017, 01:41:52 AM
I feel like this is less of a rule and more of a format for staged Bijuu Hunt event to follow but with a few custom rules, am I wrong? =3 <--- I hope the emote made it clear that I am not saying this in a negative tone
Title: Re: IC Rules 2 (discussion)
Post by: Hazama on May 02, 2017, 01:52:16 AM
I feel like this is less of a rule and more of a format for staged Bijuu Hunt event to follow but with a few custom rules, am I wrong? =3 <--- I hope the emote made it clear that I am not saying this in a negative tone

(http://img07.deviantart.net/0792/i/2012/138/4/e/gai__s_thinking_face_by_bronzeathlete-d509884.jpg)

Huh, I never thought about it like that. And I'm not even being sarcastic... But yeah, I guess in essence. It is basically so that hunts can be carried out ICly, instead of a list of actual rules you need to follow like with OOC, if that makes sense.

Though, with you saying this, it actually makes me understand what Eric was saying before. About the RP aspect. Let's say Tim is after the Nine Tails, and so is... Jay. And they decide to team up, while they couldn't just come up to shake my hand without saying anything, they could convince me to step outside the village and then declare their intentions or something.

I think.

Just ignore me >>;
Title: Re: IC Rules 2 (discussion)
Post by: Gyu~ru~ru on May 03, 2017, 07:57:27 AM
Regarding talking using up an action; I don't think it should, because it kinda makes the fight more lively. Otherwise, it would just be a bunch of guys swinging their arms and kicking their feet. Unless the player is making long exchange between them and their Bijuu, I don't really see why it should use up an action. Especially if the action limit is a static 3 regardless of the presence of clones or summons.

@ BGM
Hunt GM. I think that's short enough. But it isn't really that big of a deal.
Title: Re: IC Rules 2 (discussion)
Post by: Teostra on May 03, 2017, 11:05:58 AM
Making talking take a turn would be pretty stupid. I figured that we all were okay with chatting during the fights for story purposes. Hell, I think I'm probably the only one that still does handsigns and calls out jutsus anyway =/
And I think summons should get one extra action a piece. Kind of makes it hard to play a puppeteer or inuzuka or something strange like that. Hell, besides ending on a source note, the OOC fights between Ray and me for whatever tails we were fighting over was a good example of that, I believe. My statues got an extra turn and so did his dinos. But I dont think that you should be able to recycle a turn from them (giving yourself 4 because a summon is stationary) because then everyone who has a clone chilling somewhere could start claiming like 7 actions or something.
Title: Re: IC Rules 2 (discussion)
Post by: Iburi Ray on May 03, 2017, 12:26:46 PM
I've always been an advocate giving clones and summons their own action point otherwise their pointless. And really talking an action point? Then what's the point of rping if it goes that way? It will degrade  rp even more than what's already degraded.
Title: Re: IC Rules 2 (discussion)
Post by: Eric on May 05, 2017, 03:32:25 AM
Alright, here's the dealeo:

1) Looks like these are not going to go into effect on the 5th; unless someone votes yes real quick, which I doubt at this point.

2) To make sure headcounts are considered, some of these parts might need to be broken into separate thread and voted on separately, similar to the OOC rules. Only the most talked about bits though, such as actions in regards to clones/summons/paths and hard regulations on where fights may take place.

To go ahead and clarify though, all clones (so no matter how many you have, be it 1 or 100) currently would share a 1 action limit, or can borrow action limits from the player's character. As a result, making 100 clones would not grant 100 actions. Of course it is currently in question as to whether summons/clones can take actions from the player character.

3) Might as well strike down making talking an action in any fashion while we're here though.

4) What Gyu says about these being guidelines with a few custom rules is kind of true, since again this was heavily inspired by how RP is normally done anyways. However, I don't want to say "yes" to that dress because if we decide on making this the only way to do an IC hunt, then they are definitely not "guidelines" but rules in the traditional sense.

5) Making edits, will update post when done.


* Front post updated, color coding with green being talking points (let me know if I missed any) still being discussed and strikethrough being omitted in entirity (talking taking an action).
Title: Re: IC Rules 2 (discussion)
Post by: Gyu~ru~ru on May 08, 2017, 03:10:57 AM
-------Player characters may use up to 3 actions, all clones of a single character share a 1 action limit, and all summons share a 2 action limit. If the player character does not use an action, then it can be transferred to summons or clones. Special rules such as the Edo and Biju summoning rules trump the action limit rule when applicable (for example, a biju summoner can only do 1 action according to the Biju Rules, and the biju can only do 2 actions).

--------- Because of the great length of time it may take for a RP of large amounts of people to get done, there can be no more than 4 participants (excluding judge and BGM) in an IC biju match at this time; a Hunted, a Hunter, and 2 Support for either side. This may seem very small, but arrangements should be made in the beginning to keep the player count small. Players are forbidden from having IC matches with themselves for any reason, and players that are discovered doing this will be permanently banned from all things biju indefinitely, their beast stripped and delivered to the Council.

- If, in the course of RP that is not a Biju Hunt, that those who would fall under the category of Hunted are engaged by those wishing to attain the tailed beast, then these restrictions do not apply unless the RPers wish to abide by these restrictions. That means that the hunted may flee at any point, hunters do not have to OOCly announce their intentions to any party, there are no activity requirements for the RP (beyond other obligations, such as the overall biju activity rule), etc. 
@ Action Points
This is my opinion; Player gets 3 action points. Any kind of summons (Bijuu, Mount, Edo Zombie, Paths etc) get and share 1 action point regardless of their numbers. Any kind of bunshin (Clones, Shadow Clones, Fission etc) get and share 1 action point regardless of their numbers. Having 2 different types of summons does not give each of them 1 AP, but a summon and a clone do get 1 AP each. The player cannot transfer unused AP to their summons or clones, but if they wish to use said summon/clone as their main fighter, they may swap AP with it. So instead of 3 AP, the player now only as 1 (mainly for avoiding attacks), and their summon/clone will have 3 AP. This effect will last until the the summon/clone leaves the battlefield or is defeated.

@ Support Character
What is the purpose of the support character exactly? Are they meant to join the battle? Are they there as a backup to take possession of the Bijuu just in case the hunter/hunted dies? In short, can you define or explain the roles of the Support characters to me? Thank you.

@ Non Bijuu Hunt
For the IC Rules to have any purpose, I think players should not be allowed to take a Jinchuuriki/summoner's Bijuu IC unless it's a Bijuu hunt.
Title: Re: IC Rules 2 (discussion)
Post by: Timothy on May 08, 2017, 10:02:36 AM
Gyururu kinda stole my action point idea, while my own was ignored ;~;
Title: Re: IC Rules 2 (discussion)
Post by: Rusaku on May 09, 2017, 04:46:47 AM
Gyururu kinda stole my action point idea, while my own was ignored ;~;

I made an entire topic for Summon/Clone action counts and gave that exact rule as my personal preference. So I feel you.
Title: Re: IC Rules 2 (discussion)
Post by: Eric on May 10, 2017, 02:44:09 AM
Gyururu kinda stole my action point idea, while my own was ignored ;~;

Sorry about that Fourth, the idea seemed kind of similar to what was already in place regarding summons/clones so there was no special shoutout there. Gyu's idea seems to go along similar strains, but makes specifications regarding if multiple summons improves the benefits. Again though, I plan on making separate vote topics for the big ticket items first in order to ensure head counts are made for those, and then put up the revised IC rules draft for a 2nd voting round.

A support character provides aide to the Hunter-Hunted; they are not really meant to be able to claim the biju as a prize, but more specifically, they have little to no direct say in how the RP is setup. If a support character dies, then victory is not bestowed to either party, but if the Hunter/Hunted fall or is defeated in battle, for example, then victory goes to one party or the other. Additionally, Support can leave the RP without it being considered forfeit, depending on whether they are engaged in a battle or other "sticky" situation where the character can't just walk away without consequence.

Additionally, thinking of Dart here, I can see that some limitations on what sort of RPs can happen is a necessary measure, albeit, banning doing any sort of battles in villages means that biju + village battles will never again be a thing, which might be for the best. It also means though that the RP has to be structured around the host leaving the village with the hunter in a position to engage them, which may be a bit out of character for some characters. Still, better some OOC there than OOC fights between players.
Title: Re: IC Rules 2 (discussion)
Post by: Dart Terumī on May 10, 2017, 08:19:26 PM

Additionally, thinking of Dart here, I can see that some limitations on what sort of RPs can happen is a necessary measure, albeit, banning doing any sort of battles in villages means that biju + village battles will never again be a thing, which might be for the best. It also means though that the RP has to be structured around the host leaving the village with the hunter in a position to engage them, which may be a bit out of character for some characters. Still, better some OOC there than OOC fights between players.

Agreed.
Title: Re: IC Rules 2 (discussion)
Post by: Ѕhadow on May 11, 2017, 01:14:37 AM

Additionally, thinking of Dart here, I can see that some limitations on what sort of RPs can happen is a necessary measure, albeit, banning doing any sort of battles in villages means that biju + village battles will never again be a thing, which might be for the best. It also means though that the RP has to be structured around the host leaving the village with the hunter in a position to engage them, which may be a bit out of character for some characters. Still, better some OOC there than OOC fights between players.

Agreed.

I disagree! D:<

And this post totally shouldn't be counted as official nor is it just to keep my post count up. >>
Title: Re: IC Rules 2 (discussion)
Post by: Eric on May 12, 2017, 05:53:56 AM
Updated the front post with some of the new alterations in green.
Title: Re: IC Rules 2 (discussion)
Post by: Dart Terumī on May 14, 2017, 08:05:12 PM
Also, I am still against the whole "basic" maneuvers and movement count as an action. By doing such, each individual will exhaust their AP before they even have a chance to set up for something grandiose or to finish off the fight.

Why should it cost me an AP to move towards the battle? Or for me to jump or dodge out of a way of an attack? Am I suppose to just stand there and tank whatever comes my way just to ensure I will have enough juice to counterattack and use a jutsu? What about omnidirectional attacks that require more than 3 AP to dodge them all? Would that not give rise to a new meta of attacking, a new rise to character control, and a new rise of people dying because they are not allowed to defend themselves properly?

Throwing an item....I guess could count as an action if you were going to use it set up for something else, i.e. Hiraishin, a fūinjutsu inscription/trap, explosive tag, etc, but that would have to written into the RP OR you tell the judge/BGM so they know ahead of time and keep track of it.
Title: Re: IC Rules 2 (discussion)
Post by: Eric on May 15, 2017, 12:45:10 AM
Also, I am still against the whole "basic" maneuvers and movement count as an action. By doing such, each individual will exhaust their AP before they even have a chance to set up for something grandiose or to finish off the fight.

Why should it cost me an AP to move towards the battle? Or for me to jump or dodge out of a way of an attack? Am I suppose to just stand there and tank whatever comes my way just to ensure I will have enough juice to counterattack and use a jutsu? What about omnidirectional attacks that require more than 3 AP to dodge them all? Would that not give rise to a new meta of attacking, a new rise to character control, and a new rise of people dying because they are not allowed to defend themselves properly?

Throwing an item....I guess could count as an action if you were going to use it set up for something else, i.e. Hiraishin, a fūinjutsu inscription/trap, explosive tag, etc, but that would have to written into the RP OR you tell the judge/BGM so they know ahead of time and keep track of it.

An action in this scheme is framed around what players do during turns of SL: attack, evade, and jutsu. However, depending on your level/speed whatever, you do the basic attack stuff more than once in a single turn.

I counter that if players are able to do everything that they want to do in a single turn everytime, then what is the point in action limits at all? There should be times where a player has to decide between attacking/counterattacking or defending/dodging. Even now many players prefer to try to change the momentum by countering instead of just dodging. If it requires all 3 action points to dodge something, then so what? Is being on the defensive for awhile really that unusual in zoning? The Fourth Hokage was on the defensive most of our fight and he turned out fine.