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Combat Help
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Combat is not what Akallabeth MUSH is all about. Our primary focus is roleplay.  However, combat can be an aspect of this.  Although we have a fully integrated and coded Combat System (CS), combat must still be roleplayed. Please read through the following paragraphs to understand how we intend this to work.

Before you can participate in roleplay combat, you must first become combat registered. To do this, you will need to take and pass a combat test given by a licensed +trainer in your culture or by an Arbiter (ARB). When asking for a combat test you should see your local +trainers first and use Arbs as a last resort as they often have other duties to attend to. The combat test will consist of a series of questions about the combat system, followed by a roleplayed combat scenario. After passing this test you will be approved to register, and you can then set your stats and register with a weapon in the OOC Combat area.

There is a certain etiquette that must be followed when you are in a combat situation. If it is a battle consisting of more than two players, the leaders of either side should decide whether the combat will be strictly roleplayed or if it will also use the Combat System (CS). If they cannot agree, then the CS should be used. The same rules apply for one-on-one engagements. Before you initiate an attack on another player, make a courtesy page to make sure it is okay, especially if they are already fighting someone else. Also, if the other players are all using the CS but you and your opponent both agree to fully roleplayed combat, you may do so.

You must pose before using the CS attack command, never the opposite. Attacking without a pose or before a pose is illegal. You may state where you are aiming, but not describe actually striking your opponent. The defender poses all hits and damage. When using the CS, if it says you are hit, you must pose accordingly. The same goes with parrying or shield blocks. Do not pose parrying if the CS says your opponent merely missed.

What does it mean to twink? Twinking means RPing a normally impossible situation, ignoring the messages of the CS, posing damage to your opponent, etc. An example: Player A attacks Player B with a longsword, aiming with a horizontal slash towards Player B's left side near chest level. The CS says that Player A hits Player B for 18 health points. Player B poses dancing easily backwards from the blow, managing to take only a small scratch on his left thigh. Player B just twinked that situation. For one thing, a wound for 18 HPs is called a Moderate wound. This is not a small scratch. Secondly, Player A aimed for the high left side of Player B and hit with decent damage. While Player B doesn't have to pose taking the hit exactly there, posing a small scratch over a foot below the intended target area is not acceptable.

If you are in a combat situation and you feel your opponent is twinking, call an ARB. The ARB will review the scene and make a ruling. Penalties for twinking may include a warning, loss of training points, or removal of the fighter flag for repeat violations. We take violations of combat rules very seriously so let this be fair warning. Abide by these very simple rules and have fun! Remember, the drama of combat can be much more rewarding than winning or losing.

How do you flee from a combat situation? Currently, there is no coded command for fleeing, nor are there plans to add one. Akallabeth has a 'free flee' policy applying to all combat situations. What this means is that you may flee from a battle whenever it is ICly possible to do so (this may be enforceable by an Arbiter). There is one more condition to this: You may not attack and flee on the same pose. Do one or the other, not both.

What happens when you reach 0 health points? You are not necessarily dead! You are unconscious and should pose accordingly. At 0 HP you will no longer be able to engage in combat. Important note: Your opponent does not control the destiny of your character! This means that if you reach 0 HP, it is up to you whether or not your character dies. If your attacker poses killing you without first obtaining your permission to do so, please call an ARB immediately. Even though it is your decision, you should do what is ICly proper.

If you are out in the middle of nowhere by yourself and get attacked and knocked to 0, chances of your being rescued are almost nil. Think about this before allowing this situation to occur. At 0 HP you will not heal automatically with time. Instead, you will slowly deteriorate until you reach a certain negative number. At this point you must +restart or seek intervention from a Wizard or a qualified admin. When reaching 0 HP, you will need to be attended to quickly by a healer using the +heal command. Once your HP again reaches positive numbers, you will autoheal normally.

What about armor and weapons? You will be issued armor and a weapon(s) by one of the authorized forgers for your culture or by your HC. Do not expect to be given the best when you first get combat registered, however. Also, do not ask for equipment upgrades. You may receive these through an IC promotion, which you should also not ask for. This applies to both armor and weapons, as some weapons will not be available as entry level equipment. When you receive equipment, it is yours so long as you remain in the same culture and have a fighter flag. If either your fighter flag is revoked or you switch cultures, you must return your equipment. Although the armor is yours to use, you are not normally allowed to make permanent trades with other players.  Sometimes it is necessary for a brief period of time or for RP purposes, but making deals to trade either armor or weapons with another player is prohibited.

What about combat roleplay? When you are posing a combat situation, feel free to be as detailed as you like. It is always helpful to include things such as body movements and exact locations of where you are aiming. Do not merely pose swinging a weapon at your opponent. Describe the type of
attack along with a detailed target. If you pose slashing towards a leg, how does your opponent know which one you mean? We do have two legs after all, so be specific.

Combat RP can be conducted in a couple of ways. The conventional and default method is the Full-Turn sequence. This is where players pose once per attack round. The pose must include a response to the opponent's action and your action, be it attacking, defending, etc. The other player then faces the same situation.

Another method of combat RP is what we call a Waltz (or third-turn) sequence. This system is a newer and less conventional one, but experienced combat RPers may find it a pleasant change to experiment with. There are three poses per round. First, you react to your opponent's action, posing any damage if necessary, and that's it. The opponent then poses an intermediate pose between attacks, usually by returning to a defensive stance from his previous attacking stance. You then switch from the defensive/reactionary mode to your new action, usually a new attack. As you can see, this would mean the attack command would be done every third pose, and no special pass command should be needed since the attackers would still alternate.

To make it absolutely clear: the three poses are the 1: Damage Pose, 2: Attack Pose and 3: Return to Defence Pose. Players A and B would alternate as follows: A1 (poses damage after B's attacK), B3, A2 (followed by CS 'attack' command'), B1, A3 and B2. Repeat as needed!

Obviously, these two styles are a poor mix together. Therefore, unless all players involved in that particular combat RP agree to the Waltz sequence, the Full-Turn sequence must be used. This means getting consent with those you will be fighting, not from everyone in the room of an IC battle, as others have their own combats going on. Newbies to combat RP are encouraged to learn with the Full-Turn method, as it can be easier to learn the necessary details needed in combat RP using this fashion. Other players may wish to give the Waltz sequence a shot; just be sure to clarify it with your opponent first. For those who prefer short, quick poses to the longer, more time-consuming ones, the Waltz sequence may work nicely for you.