1. I personally set this based loosely along making sure everyone has a 'turn' before people have another, barring things like plot-necessary actions or someone who is OP because plot.Â
2. It depends on the story and comparative strengths of the characters. You have to straddle the fine line between letting people of varying combat abilities act in the same space according to character while not placing someone in a position they do not consent to in combat.
3. In my general experience, there is a very strong connection between super powerful characters and players who hate to lose IC. I'm certainly not saying this is always the case (I can name four exceptions off the top of my head), but often high-powered characters need special care to not steal too much spotlight when lower-power characters want to participate too.
4. Again, this is dependant on the situation, but largely I'm alright with everyone being able to attack everyone else.
5. Normally both players have to discuss and consent to the action. All players are ultimately in control of their characters. This includes being hurt.
6. I personally feel that different groups have varying opinions on the matter, and interact very differently. As a general rule, the Night Blades have their PC villains on a higher tier of ability than the vast majority of the members of the FC, even able to handle fights on par with the 'Incredibly Skilled' sorts. We do this because everyone likes to dogpile villains and killing the big bad and his minions in the first encounter is sort of an asspain. At the same time, our villains DO get hurt. The other night, the FC's combat group outright killed off one villain (RIP Ryad) and maimed the crap out of two others, requiring the current Number Two baddies to have to spend a significant period of time getting used to replacement magitek limbs.
In my experience, Combat RP comes in two flavors.Â
Flavor 1 involves rolls and rules, like at the Grindstone. Sometimes you add in modifiers if you're feeling froggy.Â
Flavor 2 is Cinematic combat, where you're trying to tell a story and the RP is a function of that. A lot of the time, it's best to have a general goal to reach over the course of the fight. Personally, I like talking to the other party and saying "So who do we want to win this?". Oftentimes, you'll see a draw, or you can even have someone interrupt it before things get so bad.
In both flavors, I always follow the rule that a character can only be injured if he or she consents.
Largely, I tend to dislike a lot of combat RP in slice of life for the same reason people frown on it in the real world: If you get into a fist fight over every little thing, then you're probably kind of a dick and people won't want to be around you.
2. It depends on the story and comparative strengths of the characters. You have to straddle the fine line between letting people of varying combat abilities act in the same space according to character while not placing someone in a position they do not consent to in combat.
3. In my general experience, there is a very strong connection between super powerful characters and players who hate to lose IC. I'm certainly not saying this is always the case (I can name four exceptions off the top of my head), but often high-powered characters need special care to not steal too much spotlight when lower-power characters want to participate too.
4. Again, this is dependant on the situation, but largely I'm alright with everyone being able to attack everyone else.
5. Normally both players have to discuss and consent to the action. All players are ultimately in control of their characters. This includes being hurt.
6. I personally feel that different groups have varying opinions on the matter, and interact very differently. As a general rule, the Night Blades have their PC villains on a higher tier of ability than the vast majority of the members of the FC, even able to handle fights on par with the 'Incredibly Skilled' sorts. We do this because everyone likes to dogpile villains and killing the big bad and his minions in the first encounter is sort of an asspain. At the same time, our villains DO get hurt. The other night, the FC's combat group outright killed off one villain (RIP Ryad) and maimed the crap out of two others, requiring the current Number Two baddies to have to spend a significant period of time getting used to replacement magitek limbs.
In my experience, Combat RP comes in two flavors.Â
Flavor 1 involves rolls and rules, like at the Grindstone. Sometimes you add in modifiers if you're feeling froggy.Â
Flavor 2 is Cinematic combat, where you're trying to tell a story and the RP is a function of that. A lot of the time, it's best to have a general goal to reach over the course of the fight. Personally, I like talking to the other party and saying "So who do we want to win this?". Oftentimes, you'll see a draw, or you can even have someone interrupt it before things get so bad.
In both flavors, I always follow the rule that a character can only be injured if he or she consents.
Largely, I tend to dislike a lot of combat RP in slice of life for the same reason people frown on it in the real world: If you get into a fist fight over every little thing, then you're probably kind of a dick and people won't want to be around you.
Characters: M'sato Tia (Lost Soul Seeker), Soren Walker (Ishgardian Midlander Pilot), Solomon Laguerre (Elezen Mercenary/Bar Manager)
Send me a PM if you feel like RP!
Send me a PM if you feel like RP!