Post by Rheven on Jul 22, 2007 19:24:56 GMT -5
This, obviously, will serve as a counterpart to my guide on attacks. However, this section of the guide will very likely be quite shorter - because, well, there isn't quite as much to talk about with defenses and how to improve them. There also isn't quite as much room to excel in defense as there is in attack, but it is a vital part of dueling. With that said, let's begin.
Defending[/i]
It's pretty self explanatory - you definitely don't want your character to get whacked by everything your opponent throws at you in a duel. However, it is good form to take some damage here and there, but when? Against what sort of attack? That's ultimatley up to you, but here are a few rules of thumb I generally follow:
You should not...[/i]
...Take damage when the attack put against you is simple, trite, or obvious, especially at the beginning of a duel, unless your character is naturally unskilled or foolhardy.(In that case I'd wonder why your character is dueling in the first place...) Assuming your character is at least competent in combat, why take damage from something simple to defend? Don't feel the need to make up for your opponent's lack of creativity and degrade your own character by letting a flimsy, poorly formed attack hit.
That said, things change as the duel goes on - your character will likely be sapped of stamina as they gain wounds, cast multiple spells, or swing around a heavy weapon while wearing armor, etc. Play your character realistically! If your character has taken a wound to the leg, for example, don't try to run about as if nothing has happened. Your character's ability to run and evade with footwork would naturally be hindered; reflect that in your RP. Not only is it realistic, but it also adds to the flavor of the duel to take honest damage and carry it out through the duel.
You also should not defend out of your class line. This is common sense - if you're a melee class, you probably shouldn't be coming up with some sort of magical defense. Also, if your character is more magic based, you shouldn't be whipping out a sword and sheild to parry off blows. Just like attacking out of class line, this is usually considered power playing/godmoding/etc by most. It will quickly lose you a duel.
You should...[/i]
...Take damage when your opponent comes up with a layered, thought out attack, or counter it with an equally well thought out defense. Respect your opponent's attacks and take damage as necessary - to repel every move or take just a scratch or two throughout the whole duel is considered godmoding, no questions asked. Not only will you lose duels for this, no one will want to duel or spar with you in the future, either, and for good reason.
You should also take advantage of your character's class and race lines when forming a defense, as well as playing honest to their disadvantages and weaknesses. Races such as vampires, elves, and drow are far faster than most others - if your opponent is playing a slower race, keep this in mind and use it to your advantage. On the other side of the same coin, vampires, orcs, giants, dragons, and similar races are noted for being far stronger than most other races. Use this to your advantage as well! Also, keep it in mind when defending an opponent's attack. If you're playing an orc/ogre/similar slower race, obviously it's going to be a daunting task to avoid a vampire/drow's supernaturally fast blows and strikes; be realistic and take damage as necessary. If you're defending against an orc swinging a massive axe at your elf character, for instance, don't just raise a sword and stop it...the sheer momentum and force behind it would probably send the other off their feet altogether! Keep this in mind. Be realistic, if this hasn't been stressed enough.
Keep your defenses full and descriptive, but not overly so. For instance, you shouldnt' simply say "/ simply steps to the right, avoiding the drow's swipe and begins his spell". No, no. Give your opponent's attack more respect than that. On the other side of the same coin, don't write five or six sentences describing how each part of your character's body moves to deftly avoid that same swing. It's just not necessary.
Probably the most important thing to remember when forming defenses is to carry over your damage. If you took a nasty slice to the leg in one post, don't go vaulting around like an acrobat in the next - that's impossible. Make mention to the damage your character has taken throughout the duel and incorporate it into your RP. Not only is it realistic, it is also impressive to read, in my opinion - it's one thing to simply take damage, but it's another to properly carry it over and have it hinder and form your character's actions and such as the duel goes on. It adds flavor and realism to the duel, and it is one of the keys to becoming a truly good duelist.
Enviroment use[/i]
Just as with attacks, you should use your surroundings to your advantage. Why not? Read the room description - there are natural defenses just about everywhere. In taverns, there are chairs, tables, the bar, etc. In forests, there are trees and other foliage, obviously. But those are just basic examples - it's up to you to read the room description and see what you can use to help your character craft a more intelligent defense. Thwarting a layered, well thought out attack can be impressive if done evenly and with respect to the attack, and using your enviroment can only help.
That's about all I can think of for now, in regards to defenses - hopefully, it will prove as insightful as the guide to attacks did. More notes will be added later, if I think of something I didn't this time around.
Defending[/i]
It's pretty self explanatory - you definitely don't want your character to get whacked by everything your opponent throws at you in a duel. However, it is good form to take some damage here and there, but when? Against what sort of attack? That's ultimatley up to you, but here are a few rules of thumb I generally follow:
You should not...[/i]
...Take damage when the attack put against you is simple, trite, or obvious, especially at the beginning of a duel, unless your character is naturally unskilled or foolhardy.(In that case I'd wonder why your character is dueling in the first place...) Assuming your character is at least competent in combat, why take damage from something simple to defend? Don't feel the need to make up for your opponent's lack of creativity and degrade your own character by letting a flimsy, poorly formed attack hit.
That said, things change as the duel goes on - your character will likely be sapped of stamina as they gain wounds, cast multiple spells, or swing around a heavy weapon while wearing armor, etc. Play your character realistically! If your character has taken a wound to the leg, for example, don't try to run about as if nothing has happened. Your character's ability to run and evade with footwork would naturally be hindered; reflect that in your RP. Not only is it realistic, but it also adds to the flavor of the duel to take honest damage and carry it out through the duel.
You also should not defend out of your class line. This is common sense - if you're a melee class, you probably shouldn't be coming up with some sort of magical defense. Also, if your character is more magic based, you shouldn't be whipping out a sword and sheild to parry off blows. Just like attacking out of class line, this is usually considered power playing/godmoding/etc by most. It will quickly lose you a duel.
You should...[/i]
...Take damage when your opponent comes up with a layered, thought out attack, or counter it with an equally well thought out defense. Respect your opponent's attacks and take damage as necessary - to repel every move or take just a scratch or two throughout the whole duel is considered godmoding, no questions asked. Not only will you lose duels for this, no one will want to duel or spar with you in the future, either, and for good reason.
You should also take advantage of your character's class and race lines when forming a defense, as well as playing honest to their disadvantages and weaknesses. Races such as vampires, elves, and drow are far faster than most others - if your opponent is playing a slower race, keep this in mind and use it to your advantage. On the other side of the same coin, vampires, orcs, giants, dragons, and similar races are noted for being far stronger than most other races. Use this to your advantage as well! Also, keep it in mind when defending an opponent's attack. If you're playing an orc/ogre/similar slower race, obviously it's going to be a daunting task to avoid a vampire/drow's supernaturally fast blows and strikes; be realistic and take damage as necessary. If you're defending against an orc swinging a massive axe at your elf character, for instance, don't just raise a sword and stop it...the sheer momentum and force behind it would probably send the other off their feet altogether! Keep this in mind. Be realistic, if this hasn't been stressed enough.
Keep your defenses full and descriptive, but not overly so. For instance, you shouldnt' simply say "/ simply steps to the right, avoiding the drow's swipe and begins his spell". No, no. Give your opponent's attack more respect than that. On the other side of the same coin, don't write five or six sentences describing how each part of your character's body moves to deftly avoid that same swing. It's just not necessary.
Probably the most important thing to remember when forming defenses is to carry over your damage. If you took a nasty slice to the leg in one post, don't go vaulting around like an acrobat in the next - that's impossible. Make mention to the damage your character has taken throughout the duel and incorporate it into your RP. Not only is it realistic, it is also impressive to read, in my opinion - it's one thing to simply take damage, but it's another to properly carry it over and have it hinder and form your character's actions and such as the duel goes on. It adds flavor and realism to the duel, and it is one of the keys to becoming a truly good duelist.
Enviroment use[/i]
Just as with attacks, you should use your surroundings to your advantage. Why not? Read the room description - there are natural defenses just about everywhere. In taverns, there are chairs, tables, the bar, etc. In forests, there are trees and other foliage, obviously. But those are just basic examples - it's up to you to read the room description and see what you can use to help your character craft a more intelligent defense. Thwarting a layered, well thought out attack can be impressive if done evenly and with respect to the attack, and using your enviroment can only help.
That's about all I can think of for now, in regards to defenses - hopefully, it will prove as insightful as the guide to attacks did. More notes will be added later, if I think of something I didn't this time around.