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| [@CC] Green Book - TheSato The Most Respected Naruto Roleplay System Created By The People For The People. Drop on in and read it so you can get started playing with some of the best Naruto RPers Online. Start reading our guides and you will be well on your way to the great ninja of all times. Most Popular Guide: @CC: Green -- Spells/Jutsus Useful Link: @CC: Green -- Custom Weaponry |
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| | #1 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| TABLE OF CONTENTS (# in list equates to post # in thread)
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| | #2 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| General Overview In TheSato's Green Book battle system, careful measurements have been taken in order to balance the mix between statistical power, and roleplaying power. After several trials and test runs, the following system was completed, and officialized by the Administrative staff. The basic idea behind this system is to allow a player to write a well roleplayed post, and have it marked by a judge. Then, their foe would write a post of their own, and have it marked. The judge would compare the numerical values yielded, and come up with the results of the actions. Then it would be the first player's turn, again. While this may seem tedious, it is important to remember that this is not a video game RPG, where you click a button to attack, then click it again in three seconds. This is a roleplaying forum, and as such, it is only appropriate to reward those who can roleplay well, while keeping in mind that the statistics of the matter still play a major role on the outcome of the fight. The average Genin won't be able to compete with the average Kage, for instance, due to this statistical difference. Yes, they could probably get a few hits in, but the battle would be noticably one-sided. In this guide, you will be given an explanation of how the roleplaying part of the Battle Solution works, as well as how judges mark it, and you will also be told how the statistics work, and how judges take them into account. There will also be a section, at the end, to explain the less-frequent occurances, like fighting battles that aren't 1 vs 1, or dealing with Genjutsu. Lastly, please don't worry if you feel overwhelmed your first time through this. TheSato is a large RPG, with many members who are trying to be unique by doing their own things, so this system had to accomodate everything. If you take this one step at a time, it's really quite simple. If you have any further questions, feel free to ask me, via AIM or PM. ~LanderZ __________________ ![]() Sig: | |||||||||||
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| | #3 | ||||||||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| The Roleplaying Basics The primary concerns of this Battle Solution are that of the roleplaying. Questions such as "Will roleplaying be worth enough?", "How do we objectively mark such a subjective thing?" and "Can there be a standardized system for marking roleplays?" were all addressed in the creation of this system. The origination of this Roleplaying-marked system comes from an old, now-retired member, Shaynringan, who developed it for use in the RP-Unleashed system. While it has been modified to fit the scale of the Battle Solution, more than 90% of this can still be creditted to Shayn. This roleplaying system allows judges to mark posts based on a scale, called a "rubric". This marking rubric remains constant, and allows judges to comparatively mark the same person's posts, and come up with similar, if not identical results. This is exactly the kind of fairness we're looking for, when it comes to finding a Battle Solution that incorporates roleplaying into it, rather than just number-crunching. Of course, this standardization means that you, the players, have full access to how the judges mark, and can write your posts in such a way that you can maximize your scores! Why would you settle for partial marks in some categories, when you know full well those categories are going to be marked, and you know exactly how they will be marked? Basically, this means that people who receive sub-par scores in these sections are doing it to themselves, rather than the judges being "jerks", or some other insult. The first key thing to note is that Spelling, Grammar, and Punctuation all come into play. It never hurts to throw your post through a spellchecker, prior to posting it. Likewise, re-reading it, especially aloud (Studies have shown that contrasting an auditory stimulus will activate different nerve cells in the brain than simply visual stimuli... Reading it aloud is like having a friend read it for you), will help you catch any oddball errors, like an excess of commas, or typos, or mistakes you made when you changed something but didn't change the text around it. Essentially, the more spelling/grammar/punctuation errors you have, the lower your score is going to be. There is some "mercy room", so a single spelling error won't devastate your score, but if you have more than one or two, you're looking at penalties. I will also note, since TheSato is an international site, that the spelling variations, through translation or through different english dialects, will not be marked down. If you say "color" and I say "colour", I won't mark you down for yours, if you don't mark me down for mine. If someone says "c0l0re", then I have no mercy for them [yes, those are zeros]. Likewise, calling a move "Goukakyuu", or "Goukakyu", or "Grand Fireball" during the post will not negatively affect your mark: each of them can be considered correct. The next section of interest would be the "Stats and Information" section. Basically, at the end of your roleplaying post, it is common courtesy to perhaps explain anything odd that happened in the post, perhaps summarize what your actions were (especially if they weren't clear... if you use Chakra to increase your speed, but didn't call out the Jutsu name, the judge may not be able to see this), as well as state what moves you used (and their respective costs). This is a fairly simple section to ace, so long as you don't decide that an A-rank Ninjutsu only costs you 3 Chakra to use, or that you decided to pay for a Genjutsu with Stamina instead of Chakra, etc. Dialogue is the next section to note, and this, too, is fairly simple. It is essentially the "how hard is it to distinguish who is talking, and when they're talking" section. Putting quotation marks around speech is a good start, but when you're looking at a 1.5-page-long post, it's best to make things as easy on the judge as possible. For this reason, most people will bold their text, as well as colour it, resulting in a very clear visualization of dialogue taking place. However, it wouldn't work if everyone was choosing new colours every line, so we ask that you find a colour that works for you, and to stick with it. To find out the colour your foe is using, in case you wish to have them speak during your post, you can always try to "Quote" their post, to view the code, and find out what [color] code they use. Additionally, thought dialogue comes into play, being very similar, but it's usually best to differentiate it from speech. A good standard would be to italicize the text, rather than bolding it, and to exclude the quotation marks surrounding it. Lastly, nothing beats the tried-and-true standard of proper-writing: A new speaker's words begins on a new line, and most lines of speech are accompanied by a description of who was speaking, and perhaps how they said whatever they said. I'll cover two section, together, next, since they are the general "subjective" marking sections of the roleplay, being the "Creativity" and the "Entertainment" value of them. These sections are fairly self-explanatory, where the judge marks on the Creativeness of the post, based on their own, personal judgement (Example: While Shikamaru didn't display any great prowess during his fight with Temari, he was obsenely creative with how he worked his way around the fight, and thus would score very, very high in this category), or how Entertaining they found it (Example: While Naruto vs Neji was already a very long, power-struggle of a fight, the excitement was kept high throughout, from Naruto outsmarting Neji with his clones, to Neji pulling out the stops with his Kaiten, then unleashing the Rokujuuyonshou technique, only to be countered by Naruto's Kyuubi-chakra, and ending in the stunning "from-behind" win for Naruto. This would merit a very high score, entertainment-wise). Basically, if a judge has seen that strategy, before, it's less likely to be creative. Likewise, if you've been doing pretty much the same stuff the whole fight (Example: Dodge, saying a snappy remark, then counterattacking with some basic, high-damage attack), it's likely going to grow less and less entertaining. Be creative, and experiment with new things in order to keep these scores high. Likewise, keep to your character, and let us see their whole spectrum, adding flavour to the mix, which will likely increase these scores. The last category of the bunch is the largest, and most extensive, known as "Content". This is the category which grades the actual innards of the post, based on several subcategories. Luckily for us, these categories scores are plainly laid out: The first of these being Action Quote:
The second is Detail: Quote:
The third subcategory is Drama: Quote:
The next subcategory is Strategy: Quote:
The final subcategory is Teamwork: Quote:
So, that, in almost all of it's entirety, decribes the marking of the roleplay section of the Battle Solution. However, the most important part remains: HAVE FUN! It may sound corny, but if you're having fun roleplaying, you're liable to do much better, as most people will be able to read it in your writing. Don't let battling become a chore for you: You've worked to earn those Training Points, so now it's your turn to show off your moves. Dazzle us with your best, and enjoy your well-deserved rewards. __________________ ![]() Sig: Last edited by Jeimuzu : 04-12-2006 at 09:29 AM. | ||||||||||||||||
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| | #4 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| Roleplaying Marking Rubric STATISTICS AND INFORMATION --- 0/5 Spoiler: SPELLING --------------------- 0/10 Spoiler: DIALOGUE ------------------- 0/5 Spoiler: PUNCTUATION ---------------- 0/5 Spoiler: CREATIVITY ----------------- 0/10 Spoiler: CONTENT -------------------- 00/25 Give +1-5 for any combinations of the following. Spoiler: ENTERTAINMENT VALUE ---------------------- 0/10 Verdict: TOTAL: 00/70 __________________ ![]() Sig: | |||||||||||
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| | #5 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| Battle Values Moving on to the statistical part of this system, you may be a little worried as to how complex it may get, given how detailed the roleplaying portion is. Luckily for you, the stats stuff is actually much simpler (since it relies on numbers and not long-strings-of-words), and you'll probably catch up on it very quickly. In this Battle Solution, there are five "Battle Values", which are the values calculated from the Roleplaying score, plus statistical information, that help decide how the fight progresses. The first of these is the Accuracy Value. This value is basically what it says: Accuracy. The higher it is, the more accurate the attack. If the Accuracy Value is greater than the foe's Dodge Value, the attack hits at full force. Very simple, right? Three different stats can affect this Accuracy Value, as well as the specific Effects of various techniques. These stats are Chakra Control, Taijutsu, and Tools, with Chakra Control influencing Ninjutsu and Genjutsu attacks, and the other two representing themselves. Simple, right? The opposite value of these is the Dodge Value. Basically, the higher this gets, the better chance you have to dodge the incoming attack. This gets compared to the foe's Accuracy Value to determine if an attack is successful or not. Only two stats influence the Dodge Value, those being Speed and Taijutsu. Basically, the faster, and more flexible you are, the more likely you can dodge the incoming attack. Please note, however, that most Genjutsu cannot be dodged. The third value of the five is the Defence Value. This value determines how well you defend against an attack, reducing the damage you take. In battle, the foe's Damage Value is calculated, and then, should you choose to Defend rather than Dodge [this is an active choice. If you dodge, and still get hit, you're not going to be able to defend], then this value is subtracted from the Damage Value, reducing the attack to a minimum of 1 damage. Only 1 stat affects the Defence Value, though armor and certain Jutsu will also affect it. The influencing stat is Endurance, which essentially multiplies the value of the armor/jutsu/post-score, after being divided by 60 [So, a perfect 120 Endurance would double the other values. A 0 in Endurance would mean you cannot defend at all.] However, it can be noted that, should the offensive type of attack be Genjutsu, rather than Ninjutsu/Taijutsu/Tools, then the Genjutsu stat will take the place of the Endurance stat. The countering value to this is the Damage Value, which I also find to be the most amusing value. Who likes damage? Yes, we all do. This stat is what determines how strong the attack you're using is, and how much pain your foe gets to put up with, from it. There are four possible stats that influence the Damage Value: Ninjutsu influences it when attacks of that type are used, as is Genjutsu when illusionary techniques are used. Strength is the stat involved when Taijutsu, or melee-Tools are used, and Tools is the influential stat when ranged-Tools are used. The final value of this system is the most "open-to-interpretation", and is often used less than the others. This value is the Action Value, which is used for all manners of things: Hiding, spotting things, fighting multiple foes, and more. Basically, a number of things are influenced by the Action Value, and almost all of them are not usual aspects to your standard 1-on-1 brawl. The stats that affect the Action Value, then, are either Stealth, or Detection, depending on what it is used for. When hiding, or creating a trap, the Stealth stat is used. If someone is trying to spot this hidden foe, then they'll have a Detection-used Action Value, and if it is greater, then they spot their target. If it's lower, they usually end up beating up some poor tree, rock, or random-forest-creature (Bambi: A Naruto Story) In addition, the judge can influence this value a little bit, either for or against the roleplayer, depending on situation. If someone's trying to hide in the middle of a desert, when the closest cover is a three-inch-tall stone, then likely the hiding isn't going to go well. Likewise, after you send a torrent of water through a tunnel, dousing all the torches that bring the only light into it, it's unlikely you'll spot your target in an instant. These are the values involved with the Battle Solution. Only 5, and each can be seen in the judge's form, as the judge should calculate all relevant values during their marking post [They don't tend to calculate the unnecessary ones, as why they would calculate your Dodge Value when you are trying to Defend, or your Damage Value when you're not attacking... well, they just won't]. __________________ ![]() Sig: | |||||||||||
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| | #6 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| Battle Value Formulas STATISTICAL INFORMATION DEFENCE VALUE ----------------------- 0 Spoiler: DODGE VALUE ------------------------- 0 Spoiler: ACCURACY VALUE --------------------- 0 Spoiler: DAMAGE VALUE ----------------------- 0 Spoiler: ACTION VALUE ------------------------ 0 Spoiler: This is a copy of the Judge's form, and you can click the spoiler tags to view the formulas used for each Battle Value. The following stats are used/involved, and the judges all know this: Defence Value: The Endurance stat can be replaced with a Genjutsu stat, if the offensive type is Genjutsu. Since it normally isn't, we state Endurance for simplicity's sake. Dodge Value: Nothing too complex, here. The ".floor" thing simply means division, then rounding down the decimal, rather than rounding normally. (15.9).floor = 15. Very simple. Accuracy Value: The [Used Stats] are one of the following: Chakra Control - If the offensive type is Nin/Gen-jutsu Taijutsu - If the offensive type is Taijutsu Tools - If the offensive type is Tools Damage Value: The Move Mod for this is the move's "Power" rating, usually from 0-120. The [Used Stats] are one of the following: Ninjutsu - If the offensive type is Ninjutsu Genjutsu - If the offensive type is Genjutsu Strength - If the offensive type is Taijutsu, or a melee-Tool Tools - If the offensive type is a ranged-Tool And, yes, 60 denotes "average" damage. If you have under-60, your attack damages are being slightly reduced, while having over-60 means they're being slightly increased. Action Value: The [Stealth || Detection] means "Stealth OR Detection", depending on what the value is being used for. The Judge-given RP mod ranges from -15, to 0, to +15, depending on how the judge assesses the situation. __________________ ![]() Sig: | |||||||||||
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| | #7 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| Judge's Form The following is an exact copy of what the Judge of your fight might use to mark it: STATISTICS AND INFORMATION --- 0/5 Spoiler: SPELLING --------------------- 0/10 Spoiler: DIALOGUE ------------------- 0/5 Spoiler: PUNCTUATION ---------------- 0/5 Spoiler: CREATIVITY ----------------- 0/10 Spoiler: CONTENT -------------------- 00/25 Give +1-5 for any combinations of the following. Spoiler: ENTERTAINMENT VALUE ---------------------- 0/10 Verdict: TOTAL: 00/70 STATISTICAL INFORMATION DEFENCE VALUE ----------------------- 0 Spoiler: DODGE VALUE ------------------------- 0 Spoiler: ACCURACY VALUE --------------------- 0 Spoiler: DAMAGE VALUE ----------------------- 0 Spoiler: ACTION VALUE ------------------------ 0 Spoiler: User's stats: Basically, it's the Rubric part, as explained above, plus the Battle Values, also explained above, and a statistical summary at the end. __________________ ![]() Sig: Last edited by LanderZ : 04-23-2006 at 11:59 AM. | |||||||||||
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| | #8 | |||||||||||
| Global Admin Yondaime Oto Shuhan ![]()
| Special Situations (Genjutsu/Battle Royal) There are a few oddities to the system, which aren't covered with just the above information. These are explained, here, and are usually only found in more advanced fighting. However, I would advise a quick run-through of the info, if simply to know to refer back here should any of it come up in a fight of yours. First off: Genjutsu Damage Genjutsu Damage, while not really damage, is suffered from offensive Genjutsu strikes that attempt to harm a person's internal chakra flows, essentially taking control of them forcefully. While some Genjutsu remain solely trickery-based, several, mostly seen by Itachi, are very violent, and made for little purpose more than to harm a foe's mind. Genjutsu Damage does not detract from Stamina. Instead, it is counted, separately, and marked down on the playing sheet by the judge. This damage will remain for 4 posts [Example: Player A uses Genjutsu vs Player B. The Judge marks the post, and then Player B takes their attack. This is post #1 of the 4. When Player B gets their next turn to attack, it'll be post #2], at which time, if left unchanged, it vanishes. If additional Genjutsu damage is taken during this time, the suffered damage is added onto the existing damage, and the counter is reset. If the total Genjutsu Damage ever surpasses the player's current Chakra Value, the judge rolls a 1d200 [Note: AIM makes this task quite simple.]. If the roll is greater than the person's Genjutsu stat, then they are overcome by the mental strain, and pass out. This emulates Kakashi's chat with Itachi, after being hit with Tsukiyomi: It was simply a matter of time before the mental strain got to him. It also means that people with higher Genjutsu stats are less likely to succomb to the effects of Genjutsu damage, as a stat of 120 would mean that they have a 40% chance to be overcome, rather than a 60-stat's 70% chance. Next up: Multiple Attacks per Turn In general, it is considered bad manners to try to throw a handfull of Jutsu at your foe, in a single post. For one thing, how did you get enough time to perform all of that? Did they just simply watch you do it, or did you catch them with their pants down? Or, just maybe, you pulled their pants down, to buy time? Well, whatever the case, it's still poor manners. As a general rule, posts are divided up into 2 "halves": The defensive part, which involves you choosing to defend or dodge, as well as giving you the option to use Jutsu to support your choice in this matter. The second is the offensive part, which is where you fight back. In this section, you will, 99% of the time, only throw one Jutsu at your foe. You may end up using a Jutsu to buff yourself up, or to combo with your offensive-technique, but only one Jutsu should target the foe, be it damage-dealing, stat-adjusting, or whatever. It is also this fighting-back part of the post that is used up should you need to convert more Stamina to Chakra. There are a few attacks that either counterstrike the foe [example: "If you take 40+ damage from a Taijutsu technique, you get a reflexive 20 Power Taijutsu attack to return, in addition to your normal attack."], or state that they can be used with another attack. In these cases, separate Damage and Accuracy Values will be found by the Judge, and the targetted foe will get the option to Dodge both, Defend from both, or Dodge one and Defend from the other, as they so choose. And, finally: Fighting multiple foes at once An Action value is always calculated, based on Detection, for everyone [If an Action Value must also be made for Stealth, then this can be done simultaneously, and the two numbers kept separate]. If the person fighting multiple foes has a lower Action Value than any of the foes, he faces penalties. If he has a higher Action Value than all his foes, he can Dodge/Defend as he wishes [This is to represent the Jounin vs a herd of Genin deal: Stats + Better roleplaying skills = higher Action value = always coming out ahead]. This also works if it's something of a 2v2: If either of the foes attacking you has a better Action Value, you face penalties, while they may face penalties if your partner then beats their Action Value. Penalties: These penalties will affect all calculated Values during your next post [Defence, Dodge, Accuracy, Damage, and Action]. Likewise, during your next post, you cannot attempt to dodge anything. Defence: Value drops by 5*(Number of foes) Dodge: Value becomes 0 Accuracy: Value drops by 3*(Number of foes) Damage: Value drops by 3*(Number of foes) Action: Value drops by 3*(Number of foes) Long-winded explanations and reasons for these: When it comes to attacks hitting multiple people... there are a few Jutsu that target multiple foes. In these cases, both targets simply react as though they're being attacked, rather than only one. As for the potential of one person controlling multiple characters [i.e. a GM, a Takayama, an Inuzuka, or a Futagoza owner], then the same post will be used as a BASE value (i.e. the marked Rubric out of 70) for both computations, and the respective stats of the attacks would affect how their moves work. So, in these cases, it would be wise for the player to post very well, because a crappy post could mean that all of their pets/partners miss/do minimal damage, essentially losing the upper hand. __________________ ![]() Sig: | |||||||||||
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