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| The Shinobi Gaiden Complete Combat Guide | |
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| Tweet Topic Started: Mar 30 2018, 10:03 AM (295 Views) | |
| WontonGod | Mar 30 2018, 10:03 AM Post #1 |
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The Shinobi Gaiden Complete Combat Guide ![]() Here is the total combat guide that covers everything you need when it comes to fights and combat situations in general. Previously we had separate topics for each aspect of combat however we found that it was time consuming for most people to try and track things down during a fight. Here we'll keep everything together so you always have one place to come back to whenever you're trying to work out a ruling or what is allowed. Table of Contents - 1. General Combat Rulings. - 2. Hand Seal Guide - 3. Agility, Speed and CQC rulings. - 4. Health & Damage Guide - 5. Body Condition & Fatigue. - 6. Ninjutsu Clashing & Proficiency. - 7. Common Sense & Roleplaying things correctly. ![]() 1. General Combat Rulings ![]() These are some of the basic rulings that apply to all fights. Please take note that these apply to every single fight and all circumstances. You must have the appropriate perks in order to bypass these rules under certain circumstances where such a thing is allowed. Global Jutsu Cool Down All jutsu unless otherwise stated have an automatic cool down of two turns. Meaning if you use a technique, you cannot use it the following turn. Two WHOLE turns must past before you can use that specific technique again. Meaning, you use Katon: Goukakyuu, your opponent RPs, then you rp, your opponent rps again (1), you rp once more, your opponent replies (2), and now you may use Goukakyuu again. (Not this same turn, but next turn. This is marks the second.) Some techniques have their own cool down, if a skill card states it has a specific cool down on it then this rule is null/void. Melee Rulings Melee attacks without CQC Specialist perk will cap at C- damage. With CQC Specialist the cap is raised to B. This does not affect how strength interacts with binds, lifting objects, techniques etc. Techniques or Boosts such as Expansion Jutsu, Chakra Enhanced Strength, The eight gates etc, can break the cap.\ When clashing Ninjutsu or other techniques that involve the use of chakra using your bare hands or a normal weapon your damage is considered ONE GRADE LOWER when calculating the outcome. Furthermore, you cannot strike a person multiple times within one turn and claim multiple instances of damage without a perk or skillcard that says otherwise. In other words you cannot punch someone, kick someone, and knee them in one turn and flash C strength then tell them its three instances of C damage. This is one count of C damage unless you have a skillcard that says you're able to inflict multiple instances of damage at which point you can flash that skillcard and do the respective stamina drain. The same applies for if you run around with two katana in your hands, unless you have One Eyed Dragon or a Kenjutsu skillcard this is also one instance of damage. Buffs Whether it be a perk, jutsu, item, or anything else that increases one's stats or attack/defensive damage there is one global rule that applies. NOTHING boosts anything past 'A+' and puts it at 'S' unless it specifically says so. What this means is if you have 'A' speed and you activate a jutsu that gives your character +1 grade to speed, your speed effectively becomes 'A+'. Now if that jutsu says "+1 Grade to speed (Caps at S)" then your characters speed can potentially hit 'S'. Most jutsu already have a cap that states the max of said boost or effect, if it doesn't state a cap then you are limited to A+. Again, if the skill or perk in question doesn't state it allows you to supersede 'A+' and hit 'S', then you cannot. ![]() 2. Handseal Guide ![]() Handseal speed scales with each perk you have, the default speed is 4 per turn without any perks. HSS 1 - D speed (Able to perform 6 seals per turn.) HSS 2 - C speed (Able to perform 10 seals per turn.) HSS 3 - B speed (Able to perform 22 seals per turn.) Blinding Seals - A speed (Able to perform 34 seals per turn.) Seals are indistinguishable without Eagle Vision or using Adrenaline Focus 2 in conjuction with Enhanced Sight Lightning Seals - S speed (Able to perform 46 seals per turn.) Even with clarity rivaling a trained Sharingan, one cannot read this character's seals. One Handed Seals does not increase seal speed but allows other actions that may ensure your seals are completed even if someone attempts to interrupt. One to three hand seals increase your hand seal speed by one grade and nine or more seals decreases it by one grade. In order to interrupt ones seals you need to be within 3 tiles of them and have striking speed at least one step lower than their hand seal speed or higher. (Ex: You need B- Agility/Striking speed to interrupt HSS 2 if they need two seals to complete their jutsu) ![]() 3. Agility, Speed & CQC Rulings ![]() Agility and speed come into play for many situations in combat, the specific rulings for them are as follows... Dodging Jutsu & Speed Rulings Speed at least two steps above the incoming jutsu is required to completely evade it. Attempting to dodge with one step of speed above the incoming jutsu reduces the damage you take by one grade. Attempting to dodge with equal speed to the incoming jutsu reduces the damage you take by 2 steps. Attempting to dodge with 1 step of speed below the incoming jutsu reduces the damage you take by 1 step. Speed 2 steps or more below the jutsu's speed receives the full damage. You need to have two steps of speed above a jutsu to cleanly dodge. This excludes jutsu that bind/hold one in place such as but not limited to Shadow bind, Sand Coffin, Earth dome, and many others. Jutsu of this nature only require you have higher speed and the needed movement tiles to escape the jutsu radius if it has one. When dodging you move at your dodge tiles for said turn, so if I'm attempting to dodge a jutsu and outrun an AOE I calculate this with my dodge tiles NOT my sprint tiles. Range modifiers: 1-3 tiles = +1 Step to Jutsu speed 4-5 tiles = No change in speed 6-8 tiles = -1 step to jutsu speed Each 2 tiles distance further is -1 steps, so 10 tiles is -2 steps to jutsu speed. (This is strictly for dodging purposes not jutsu clashes) Projectile Rulings All projectile jutsu have a base tile of eight if it is not specified on the skill card. All throwing weapons have a base tile range of seven without marksman, they gain and lose from range modifiers. Max throw-able weapons without Marksman is five. Agility, Striking & Dodging For CQC fighting and agility you require one grade of agility above someone to role-play dodging each and every one of their strikes with no effort. There will be no godmodding and agility scaling will be respected. Equal agility to someone else means you have an equal chance of dodging and striking when fighting them, you cannot flawlessly dodge their strikes constantly. Here are video references. Agility Difference of One Grade (The Person with Higher Agility is Sasuke) https://youtu.be/slhktk8eXiU?t=47m54s Agility Difference of Two steps (Rock Lee Has Agility Two Steps Higher) https://youtu.be/J4hQwosHx9c?t=6m17s Agility Difference of One Step (Hidan Has Agility One Step Higher) https://www.youtube.com/watch?v=NXlUNZx4G08 (Whilst one step is not a big gap, it is still a difference. As you can see here Kakashi isn't an easy target but you can tell he's on the defensive and Hidan is able to remain on the offensive and keep the fight on his own terms for the most part. The thing to note here is Kakashi isn't stationary just swinging at the man he's biding his time planning and awaiting an opening. This is where one's role play ability truly shines through, you can't just flash your Agility and beat Hidan up but neither can he. So now you figure out how to overcome that small barrier with role play, anyone can be the victor if the other makes a single mistake.) Equal Agility (Obito & Kakashi have the same exact letter grade in Agility) https://www.youtube.com/watch?v=W1vCCvOknjY This will apply in most cases, however you'll need to apply common sense and use your head to win any and all fights. This is a role-playing game and at times it requires you thinking outside the box. Agility a minimum of 5 steps lower than any threat is required to effectively react to said danger. This applies to projectile jutsu and CQC strikes. So in order to role-play registering then properly responding to an A speed jutsu one would need a minimum of C+ agility. However the CQC guidelines still apply and one grade of agility on someone can spell disaster for your opponent in hand to hand combat. (This does not apply to instant techniques or defenses that only require the user being aware of a threat, such as but not limited to Suika or Primal Protection.) Agility can be used when dodging projectiles and jutsu within CQC range. Plainly put, you can evade jutsu utilizing agility in certain situations. This follows the jutsu vs speed rules meaning you'll need two steps of Agility over the speed of the attack to flawlessly evade, otherwise it mitigates damage. This can only be done if the attack is produced within three tiles of the target which is also the range for stopping hand seals. (EX: If someone shoots a fireball at you while standing one tile away from you.) Furthermore, if you have agility one grade over the incoming jutsu speed you can add +1 step towards your speed for evasion calculation but you still require the dodge tile movement if it's an AOE. This applies regardless of distance, so whether the fireball is formed two tiles or eight tiles away, if you have B agility and B speed, and the fireball is coming at C speed your elite reaction time grants you +1 step to speed for evasion making your speed effectively B+ when calculating evasion. Example RP Where dodging a projectile with Agility is acceptable: *Uchiha, Yohei comes to a halt directly infront of the Kaguya, his hands form a single seal and his chest expands. Lurching forward the Uchiha shoots six Housenka aiming to engulf the target in flames and incinerate his opponent.* *Kaguya, Yawata spots the approaching fireballs, his trained body reacting in a fraction of a second. Esily discerning their launch pattern, he contorts his frame to the left darting away as the Uchiha executed his attack. Yawata's unmatched agility granting him respite and allowing the fireballs to sail right past him.* ![]() 4. Health & Damage ![]() Health and damage is a combination of both the categories below and common sense. When roleplaying injury or damaging an opponent you must be realistic and cannot use the categories of damage below to justify doing something that wouldn't make sense, like killing someone with a slight cut from a projectile. However, these are applied to all kinds of damage that your character can receive. The categories of damage are as follows... Light Damage Light damage can vary, anything from light burns that inflict a irritating but not severe pain to a flesh would that draws blood but doesn't render anything unusable or poses the risk of bleeding out. This can be getting hit with a senbon and it just remains in you causing pain, a cut from a katana or kunai, or something as simple as a punch to the face leaving a nice bruise. Moderate Damage Moderate damage can also vary but this is no doubt a wound or pain that needs to be acknowledged and RP'd correctly, do not role-play moderate damage as light damage. Moderate damage can fracture, burn to the point on has permanent scars, inflict deep wounds that risk bleeding out but doesn't quite destroy vital organs, break bones if the situation calls for it, or in severe cases worse. Heavy Damage Heavy damage is exactly what it states, very severe damage. Heavy damage normally poses a risk of death but this isn't always 100% accurate. Heavy damage can sever, destroy, incinerate, crush, displace, and any other near fatal result you can imagine. This is one level short of your dead, however I stress again that Heavy damage doesn't always mean your dying. A heavy punch to the ribs may fracture them piercing my lung resulting in a few turns before I'm on my knees wheezing as blood fills my lungs. While a heavy stab to the abdomen may tear my stomach open and leave me keeled over attempting to hold my insides so they don't spill out. One Shotting This usually occurs when one is faced with damage two grades higher than their endurance, normally a person is just told to RP death. Let's explore this a little further. If I have D endurance and I'm hit with a B damage Goukakyuu I'm not just reduced to ash, this will be considered two instances of heavy damage meaning I am severely injured and my body is now in a state of shock. I am not dead but I have some ugly first degree burns and a medic best get to me quickly or I'll likely be finished off if my heart doesn't give out first. In some situations one can live through this if they are kept stabilized or have a jutsu to aid them until help arrives but expect some nasty permanent scarring. Critical Hit/Damage Critical hit or damage are damages from enhanced attacks, damage three grades higher than my endurance, or heavy damage to a vital area. Examples are a Fuuton Enhanced fireball, the damage is multiplied but so is the nature of the damage, this fire has greater potential for incineration and wide spread destruction. Anything higher than two grades of damage can inflict critical damage, meaning B damage against E endurance, this can kill immediately or render a person unconscious at which point they'll die shortly. Finally, heavy damage to a vital area such as a point blank Mizudeppo to the heart, throat, or skull. Or a Iron Whirlwind to one's spine shattering it and crippling them. Injury to specific parts of the body needs to be realistically roleplayed. You cannot roleplay heavy damage to your bicep or leg the same as moderate damage to your neck or spine, make sure you're using common sense when roleplaying such injuries and take in to account how the human body would be effected. Execution These techniques are rare and almost always rely on two things, one, the executioner has laid a setting where his technique can be used unimpeded by his target or their allies, and/or the target is unaware of what is about to take place. This can be likened to an assassination but this requires heavy damage. You won't execute someone which is no other way to explain it other than a for sure kill where your victim role-plays death, with light damage I'm sorry. If you go through the meticulous preparation that precedes this and catch your opponent off guard with heavy damage capable of killing such as being decapitated, cleaved in half, shot in the head, and etc this is considered an execution and a "One shot" is acceptable. We may allow people to Plog for Execution jutsu where they may add a clause to their custom stating in certain situations a specific technique has been derived for the sake of executions, such as Silent Killing which only works within "Hidden Mist no jutsu". This is still debatable but may be implemented. Damage Adding Up Four light damages equivocate one moderate damage Three moderate damages equivocate one heavy damage unless the moderate damage is applied to the exact same area or a vital point, in a situation such as that, two moderate damages equivocate a heavy damage. (Ex - Two chops to the throat of C damage Vs C endurance will probably leave you gasping and clutching your throat unable to breathe properly.) Two heavy damages are enough to severely injure an opponent placing their body in a state of shock but not quite killing them just yet unless the nature of said damage poses an immediate risk to ones health. At this point your target requires immediate medical attention or they risk dying at a later time. Three heavy damages will be case closed. ![]() 5. Body Condition & Fatigue ![]() Over the duration of a battle your character will become fatigued and more sluggish with each and every injury they sustain. It's not realistic at all for someone to fight at full capacity until the final blow that kills them is delivered. Even if you have incredibly good stamina you will still slowly be on a decline as the battle progresses. Here are some general guidelines for body parts and injuries... Healthy This means the body or said limb is healthy. A healthy body part means it has sustained little to no damage and is working at max capacity unhindered. (All players begin fights at 100% unless they just left a previous engagement at which point they should have gotten medical attention, or they may be suffering from previous injuries that their profile may detail. You can always check a player's current condition by double clicking them and viewing their profile.) Damaged This means the body or said limb is hurt and in danger of being severely wounded. A damaged body part means it has sustained some damage but isn't out of commission just yet. (Moderate damage to any body part is enough to place it in this category, following the health guide four light damages to the same limb will do the same.) Additionally, damaged body parts will return to healthy condition after three turns of sustaining no damage. Critical This means the body or said limb is severely injured if not completely unusable. A critical body part means it has taken heavy damage and will now result in you being debuffed from the lack of it's usage. (Heavy damage is enough to place any body part in critical condition, following the health guide two moderate damages to the same limb may do this as well.) Critical body parts will remain critical until treated by a medic. Body Part Debuffs Head - Heavy damage to the head, if it doesn't kill you or render you unconscious will result in -1 to strength, speed, and agility. "Disorientation" will set in the turn after sustaining the damage, one's motor skills will suffer and for two turns they'll be reduced to dodge tiles. Torso - Heavy damage to the torso will lower your overall endurance in that area by -2 steps. Arms - Heavy damage to a single arm will lower your striking and reactive agility with that arm by two steps. Heavy damage to both arms will result in -1 grade to both arms when striking or reacting. Strength shares this debuff. Legs - Heavy damage to a single leg will lower your speed by two steps. Heavy damage to both legs will result in -1 grade to speed and -2 movement tiles when sprinting. Hands - Heavy damage to one hand will lower your Hand seal speed by one grade. Heavy damage to both hands will result in -2 grades to hand seal speed. One handed seals may circumnavigate this if using a non-critical hand. All these debuffs may stack with one another but expect to be dead or dying with multiple critical condition body parts. Perks such as Blackened Will, Conviction, Berserker, Will of Fire, Demon Aura, and others of that nature that specifically mentions soldiering through damage or gaining a second wind will ignore these debuffs for it's duration. In special cases jutsu may also alleviate debuffs or ignore it when calculating if said jutsu is capable of such a feat. ![]() 6. Ninjutsu Clashing & Proficiency ![]() Ninjutsu, taijutsu, fuuinjutsu, bukijutsu, and any other jutsu or perk have information cards that describe their abilities. Here things all scale, meaning regardless of who has the technique, if they meet the requirements and get it the technique and its abilities will vary unless it states otherwise. Jutsu Clashes These are the conditions in place to determine what jutsu is able to come out on top should two be launched at a timing that will cause them to clash with eachother. Damage If a technique with no elemental advantage clashes with another technique and they have equal power then they both cancel each other out. Common sense & logic apply, if you have six Housenka coming towards you, they cannot all be stopped with one teppodama bullet. If two techniques clash and one has more power than the other, the weaker of the two jutsu loses out (EX: C+ technique will defeat a C damage technique). Unless the technique is one entire grade of power above the losing technique it will suffer -2 steps to damage after the clash and continue going its allotted tiles. If it is two steps of power above the losing technique the debuff is lowered to -1 step. Speed Hand seal speed does not have anything to do with the speed jutsu are cast. This means that your jutsu will not travel towards an opponent faster simply because your seals were completed first. In order to counter a jutsu with a jutsu the speed of said technique needs to be within two steps of the technique your attempting to intercept. What does that mean? It means you cannot shoot a B speed wind blast at a A speed lightning bolt, but you could if the Wind blast was B+ speed. However take into account AOE, for every step of speed below the technique your trying to counter it will travel +1 tiles on top of the auto 3 tiles it will travel. This is where hand seals come into play, meaning you cannot attempt to clash a jutsu within 3 tiles of someone UNLESS you both have equal hand seal speed or yours is higher. If an opponent is 7 tiles away and they shoota an A speed technique and you shoot a B+ speed technique the jutsu will clash 2 tiles in front of you. Keep that in mind when things have an AOE radius, same applies for clashes within 3 tiles, you can be hit by your own jutsu if you are within the damage area unless its a special clause preventing this. Proficiency Every element and KKG has a proficiency associated with the skill. Justu will gain one step of power for every proficiency the caster has above the proficiency their opponent has for the technique they're countering with. If you use a Daitoppa with Wind Prof IV and your opponent uses a Daitoppa at Wind Prof II, your own Daitoppa immediately gains +2 steps of power towards the jutsu clash itself. This does not affect the damage it does to your opponent once it hits, this is solely for the clashing part of the encounter. Elemental Advantages If you go up against an element that counters your element, one grade is added to the superior element. A C power Katon technique becomes B power when going against any Fuuton techniques. Techniques can also be empowered the same way if the element allows it, so you're able to do such a thing with a partner or dual caster. Empowered techniques gain +1 step of damage for every grade the empowering techniques has above D. This can overcap but does not change the techniques speed. If a B rank suiton technique is empowered by a C rank Raiton technique, the Suiton gains +1 to its damage. If a B rank Katon technique is empowered by an A rank fuuton technique, the Katon technique gains +3 steps to its damage. This is for the damage done to other people, clashing rules still apply as explained above. Kekkai Genkai Proficiency Jutsu clash rules also apply to Kekkei Genkai, since there are less proficiency for these their measurements are done in a slightly different manner. Kekkai Genkai Proficiency 1 = Equal to Proficiency III with normal elements. Kekkai Genkai Proficiency 2 = Equal to Proficiency IV with normal elements. Kekkai Genkai Proficiency 3 = Equal to Proficiency V with normal elements. ![]() 7. Common Sense & Realistic Roleplay ![]() Rules exist in order to keep things within a system and make sure that fights are fair, however that doesn't mean that they render common sense out of the question when roleplaying. Remember that you need to be roleplaying realistically and with common sense, if a rule dictates that something is possible by technicality however there's no chance you'd be able to do it in a realistic situation, you're required to RP appropriately and not attempt to win by throwing common sense out the window. Put yourself in your characters shoes, that's what roleplaying is all about. If your character would be too exhausted to do something, unable to react due to a variable in the situation or there's a something that would prevent them pulling off what they intend to however it has no strict ruling, don't ignore these factors. Stick to this guide at all times for combat and don't hesistate to ask an administrator for rulings if the situation requires it. This concludes the combat guide! Have fun and enjoy roleplaying! The Shinobi Gaiden Staff Team Edited by WontonGod, Mar 30 2018, 10:05 AM.
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