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 Improve Your RP: Fair Battle, Volume 2
 
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Kate
 Posted on Jun 23 2016, 02:48 PM
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Those who do not believe in magic will never find it.

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Introduction


Hello again, ladies and gents, and welcome to the second installment of the Improve Your RP series!

In this volume, we'll be discussing Fair and Honest RP Battles. Before we get started, here are some things to keep in mind:

1. Each post you make generally lasts only a few seconds in real-life time. It's enough time for your character to react to actions taken by other characters, and post your own attacks.

2. Battle RP works on the honor system. Try your best to make honest calls on whether a strike lands, how much damage you take, etc. when in doubt, use the dice system.


Keeping those things in mind will help you begin to play fairly and to include all of the thread's participants.

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Kate
 Posted on Jun 23 2016, 02:48 PM
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Those who do not believe in magic will never find it.

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Posts: 28
Coins: 32811855
Played By: Kate
Since: 4-May 16
Application: Click Here
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Attacks

When it comes to writing attacks for your character, there are many things to keep in mind. A number of factors will help you decide what your character's optimal attacks are going to be, and which ones are likely to fail or which will have little to no effect. Playing too far outside of these realistic guidelines will make people feel as though you are cheating them in a battle. You should take these things into consideration before you start, or join, and RP battle.



Here are some things to consider when you're on the offensive:

Character's Height and Weight: Your character's body type plays a huge roll in what kinds of attacks work best for him. Let's compare body types to some popular sports in the USA.

-- Tall, heavy, muscular (and sometimes fat) builds, "The Brute": think of American Football players, like defensive linemen. These men are 'designed' to clash head-on with a target, to keep him from getting where he wants to be - and they use brute strength to do it. They are good in melee situations, where they are expected to do damage to more than one foe at a time, or as defensive units that can use a shield as both protection and weapon. Due to their size and weight, it does not make sense to give this type of fighter any light-weight weapons, like bows, rapiers, knives or staves. They are more suited to heavier weapons like clubs, broadswords, shields, baseball bats, and so on. They are the "Warrior" types in MMORPGs. They generally have high strength and endurance.

-- Average build, weight, height, "Average Joe": When your character does not have any kind of physical advantage over his opponent, it is better to rely on attacks from weapons, and generally ranged weapons are the ideal in this instance, especially since the 'Average Joe' generally lacks the muscle to take on a Brute, and the speed to take on an Agile foe. Ranged weapons keep Average Joe out of harm's way and give him a better chance of escaping if he's pursued. They have average levels of speed, agility, endurance, and strength.

-- Athletic build, "The Jock": The Jock might not be especially tall, or very heavy. In fact, he could be built just like Average Joe, but the difference is that he has some sort of training in athletics. He could be a Track & Field star, he could be a Gym Rat, or some combination thereof. This allows him to choose a varying range of attacks -- but even if he can pick up just about any weapon and have a good chance of success with it, he won't be able to best someone who is a professional. For example, if he were to pick up a hand gun and try to use it, The Jock might have a good chance of hitting his target -- but he's not going to be able to out-shoot a professional Marksman, Assassin, etc. They are most often the "Rouge" types in MMORPGs. They have slightly higher strength and endurance, but take a penalty in agility and speed.

-- Lean muscle, "The Acrobat": This body type is common for acrobats, gymnasts, and similar folk. They are sometimes tall, but are generally a more average height, since lanky bodies tend not to be very agile. These body types tend to do better with light, quick attacks, and focused on a single opponent at a time. They can be experts at Parkour (Free Running), fencing, or gymnastics. Their ideal weapons are knives, rapiers, ranged weapons, and sometimes staves. They are generally the "Thief" types in MMORPGs. They have high agility, speed and dexterity, but lower strength and endurance.

-- Skinny, frail, "The Waif": The Waif body type is the sort of person who is tall, lanky, but has no muscle or coordination to speak of. They sometimes even lack the strength to pull a bow string far enough back for a good shot. They generally don't like physical combat at all. Some of them will use a firearm if they choose to become marksmen, but they lack the strength to throw knives hard enough to stick, swords and clubs are too heavy to swing around for longer than a few seconds, and they certainly don't have the kind of endurance it takes to haul a large shield around. They generally score lower in all areas of ability. They are almost always the "Mage" types in MMORPGs and can also be clerics, scribes, or other bookish types.

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Kate
 Posted on Jun 23 2016, 02:50 PM
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Those who do not believe in magic will never find it.

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Since: 4-May 16
Application: Click Here
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Defense

As with attacks, a character's body type plays a large roll in how he is able to defend against an antagonist.

Remember that, because each post is only a few seconds of real time, you must take care to choose how to defend yourself. You will not be able to defend against every single attack sent your way, especially in a group setting.

Here are some ways that each body type can defend itself:

-- The Brute: Because these characters are so large and muscular, most often the best way they can defend against an attack is to simply absorb it. A direct punch to the gut of The Brute might be a little painful, but it will not debilitate this character the same way it would others. With shields (riot shields, or more medieval ones), a Brute can stand up to a wide range of melee attacks simply by powering through it. He will not be able to dodge out of the way of bullets, arrows, throwing knives or other ranged weapons, however.

-- Average Joe: Like the hero in an action film, Average Joe can take advantage of varying types of defensive cover, duck out of the way of punches, or let a blow glance off of a shield. However, he won't be able to power through an attack the way The Brute can, and he isn't agile enough to run up a wall or back-flip out of the way of a missile attack. He usually has to rely on his environment and an understanding of his opponent to keep him safe in battle. A punch to the gut would likely knock the wind out of this guy and disable him.

-- The Jock: This guy can use his strength and slightly higher endurance to his advantage when he's on the defensive. Rather like a boxer, he can duck a punch or block some blows, but he is not invincible and a punch to the gut will definitely cause him to double over, and make him vulnerable for a few seconds.

-- The Acrobat: As a defensive maneuver, this character simply isn't where a blow is expected to land. He uses his speed and agility to make sure that he moves out of the way of an incoming punch, sword thrust, or club swing before that weapon lands where it was intended to. He cannot, however, dodge out of the way of bullets, arrows, throwing knives, etc. but he might be able to move enough that he is struck in the arm rather than the chest.

-- The Waif: The Waif has no physical defense to speak of. A blow to the gut would definitely cause this guy to crumple to the ground, and maybe he'll cry like a baby while he's there. The best defense for The Waif is never to get into a hand-to-hand fight at all, and instead engage in a battle of wits or a magical duel.

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Kate
 Posted on Jun 23 2016, 02:51 PM
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Those who do not believe in magic will never find it.

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Since: 4-May 16
Application: Click Here
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Awards: None


Wounds & Damage


Taking Wounds & Damage in an RP battle is a must. You cannot expect to enter into a fight and come away from it without a scratch, even if you're a Brute and you're fighting against a Waif. Starting an RP battle with the express intention to be the winner (and cheating to get there) is against forum rules. It's called Power-Gaming, and it's when you ignore another player's attacks, or control their character without their permission, to ensure that things go how YOU want them. If you're confused about what Power Gaming (sometimes called Power Playing) is, please visit this article.


Realism


In RP battles, we strive to keep things realistic. Now, I know what you're thinking: how can something that might involve magic be considered 'realistic'? Well, rather than looking at how the damage was done, we're going to be looking at what effect the damage has on a body. For example, if your character had a broken arm, he's not going to be using that arm at all. He certainly won't be doing push-ups, swinging a two-handed weapon or carrying a shield on that arm.

But if you've never broken your arm, been stabbed in the gut, or had a broken nose, how do you know what effect it will have on your character? That's where a little research comes in handy!


The Basics



QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")

For a normal, reasonably healthy {human} adult, the following readings are ‘normal’.  Some variation is usual and what’s normal for one person may be abnormal for another.

Pulse rate: Between 60-100 beats per minute.  A fitter person will have a rate towards the slower end of the margin and a child or young person will have a naturally high rate.  Any drastic increase or decrease in pulse rate is cause for concern.

Blood pressure: 120-140 over 70-90.  This can vary with the time of day, amount of stress and a number of other factors.  High blood pressure is not usually immediately dangerous but can cause long term damage.  Low blood pressure can cause faintness, dizziness and blackouts and is usually a sign that there is an underlying problem to be treated.

Body Temperature: 36°C (98.6°F) to 37.5°C (99.5F).


These are normal ranges for humans, but we can assume that they're close to the norms for just about every other creature that is alive, not undead. You can fiddle around with this, however, if your character is an animal, or half animal, or an Anthro. For example, a cat's body temperature range is more like 100°F - 102°. If your character has feline traits, you might also consider that his body temperature is naturally higher than a human's.

Similarly, reptilian characters don't have a self-sustaining body temperature and might rely on sun bathing, heater blankets, heat lamps, and so on to keep himself warm.

When you're fighting, it's a good idea to keep in mind what changes in the environment will do to your character's body temperature, and what that change will do to their attack and defense. For example, a reptilian character who is hit with an ice/snow spell is going to slow down drastically. He may even enter into a sort of hibernation or coma-like state.

When a person is afraid, their blood pressure rises. If your character had high blood pressure to begin with, and then the blood pressure is elevated due to fear, he may have a heart attack or pass out.

These are all things you can take into consideration when writing your responses.


Minor General Injuries


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
Bumps, bruises, cuts and grazes are all inconvenient but not incapacitating.

A blow to a bony part of a limb or to a joint hurts a lot at the time of impact (as anyone who’s banged their shin will agree) and may swell and stiffen.  The impact may also have the effect of temporarily disrupting the ‘power supply’ to the limb meaning the person getting hit is likely to lose their grip on anything they’re carrying and be unable to move the joint for a few minutes.

Bruises can take anything from a few seconds to over a day to appear and anything from a day to several weeks to fade away again.  Soft fleshy areas bruise much more colourfully.

Sprains and torn muscles / tendons and so on will stiffen, swell and become more painful after a few hours.  A bad sprain can be every bit as incapacitating as a broken bone.


How bad is it when you stub your little toe on the corner of a table leg or piece of furniture? For such a small injury, that is some PAINFUL sh*t! What about stepping on a lego, hitting your funny bone on something, accidentally getting sand or grit into your own eye, or getting something salty in a paper cut? Those things are all intensely painful and yet they are very small, seemingly unworthy injuries. But when you're the one experiencing them -- they're crazy!

Even if your character has a quick-healing ability, that doesn't mean that he or she can't feel pain. The wound still happens, it's still going to hurt, and your character will still have to deal with the repercussions of it until the wound heals. Remember that.



Head Injuries



Minor Head Injuries


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
The human skull is pretty robust and designed to take a fair amount of punishment.  Consequently the occasional bump won’t do all that much damage.

A minor bump on the head may leave a character feeling dazed and suffering from a headache, blurred vision and ringing ears but will clear within a few minutes.

Facial bruising is actually quite uncommon, it takes quite a hard blow or a blow that impacts with the soft tissue around the eyes to leave a mark.

Minor cuts and lacerations on the scalp and face will hurt and bleed out of all proportion to their seriousness.


No, really -- a minor gash on the forehead will bleed profusely. It might even get into your character's eyes and cause them to be unable to see for a few minutes, or it will scare the living daylights out of his loved ones, who think that his brains will tumble out of a gaping hole in his head at any second.

This happens because there are a lot of blood vessels really close to the surface of the skin of the face and head, and a cut will open up a large number of them, leaving them to pour blood down your character's face.


Moderate Head Injuries


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
A more forceful blow (equivalent to a fall of several feet) can lead to complications of the injury.

Concussion (damage to the brain tissue) is quite common after a hard blow to the head and is often accompanied by temporary unconsciousness.  (And it should be very temporary if you don’t want your character to be permanently damaged).  This can also result in dizziness, nausea and, not surprisingly, a nasty headache.

Medium cuts and lacerations will be painful and messy but not dangerous.   There may be scarring.

Concussion Symptoms include:

Confusion, disorientation, memory loss,
Dizziness, headache (lingering after the first few hours)
Nausea, vomiting,
Pupils uneven in size and/or reaction,
Sluggish reactions, sleepiness.

Any painkillers given to treat the headache must be non-narcotic and relatively mild.  Otherwise it is difficult to tell if sleepiness is caused by a worsening of the injury or by the painkillers.

Someone suffering from a suspected head injury should be watched for at least 24 hours, and woken every few hours if they’re asleep, to check for the above symptoms.


Included in this category is a broken nose, which - on first impact - will cause a tremendous amount of pain, and the user will 'see stars' or be very briefly blinded. The nose will bleed, the face will swell and the whole area generally turns into a nasty, swollen bruise. The nose will need to be 'set' properly by someone who knows how to set bones, an action that is also incredibly painful, or else the nose will be crooked once it heals.


Serious Head Injury


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
A blow to the head resulting in prolonged unconsciousness will almost certainly result in brain damage, possibly a fractured skull and bruising or bleeding within the brain itself.  It can be fatal either straight away if the damage is extensive enough or later as the blood from the injury causes pressure to be put on the brain.

Severe cuts can damage muscle and sinew and do permanent damage.  The pain from such injuries would have most characters unable to concentrate on much else.


Serious head injury can be caused by bullets/arrows to the head, a bash from a heavy club swung full-force by a Brute, a fall from several stories up, being rammed into by a moving automobile, and so on. These sorts of injuries are usually rare in RP unless the player behind the character is willing to allow his character to die.



Broken Bones


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")

In general they hurt.  A lot.  Any character with a broken bone (with the possible exception of the ribs which I’ll come on to in a minute) is going to know about it and not be very happy.  Saying that, it is possible that if there is  no displacement they might not hurt much at all, and it may not be immediately obvious that the bone is actually broken.

The initial shock and pain is often enough to cause unconsciousness – Vila is perfectly justified in passing out when having his arm set in Powerplay.  Keeping the limb immobile will minimise the pain but any pressure or movement is going to be extremely unpleasant.

Severe breaks (compound fractures) can cause part of the bone to protrude through the skin, this will also cause blood loss, which can be severe enough to be dangerous.  Nerves and blood vessels can also be permanently damaged.

Smaller bones are obviously more likely to break than larger ones but I can assure you from personal experience that they hurt every bit as much.

Distinguishing between breaks/sprains is not always easy with just 'it hurts to go on but as a guide...  Lots of pain but some movement is a relatively good thing -- it indicates 'just' a tear. Less pain but very limited movement is a worry, because it can mean you've snapped something, and the joint becomes useless without surgery.



Broken Ribs


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
All sorts of nasty complications can arise here.  For a start, though a character who has just broken a rib will feel winded and uncomfortable, the initial discomfort will pass quickly and they may feel fine for some hours afterwards.  Possibly they may not even realise that they had broken anything.

After a few hours it will start to hurt badly and breathing may be impaired and painful.  Problems can occur when the injured person is breathing only shallowly because of the pain and not expanding their lungs fully, lungs can collapse as a result, causing pneumonia. (painkillers and deep breathing excercises is all my evil doc prescribed me which I think is common now.)  Interesting in a morbid kind of way is that the breathing difficulties of a collapsed lung aren't what gets you - it's the air pressure that builds up in the chest cutting of the blood flow to the heart.

Broken ribs can also puncture a lung or even the heart with fatal results.  A punctured lung would result in death within 3-15 minutes if untreated.



Dislocated Joints



These can hurt just as much as broken bones can, and in general the dislocated limb is almost useless until it is re-set by someone who knows how.

QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
There are a few dislocations which can be life-threatening -- the sterno-clavicular joint (where the collarbone joins the breastbone) is one. It requires a lot of force to pop it (most people's collarbones will break before the joint goes), and the collarbone usually goes outwards, but if it displaces inwards, it can compress the airways.  This joint can dislocate if you get slammed very hard into something  like a wall and take the impact on the point of the shoulder. I can also say it hurts very badly and for a very long time.



Cutting and Piercing



Limbs


Arms and legs are usually pretty narrow, and there isn't much that can protect the muscle under the skin from being damaged, unless the character is wearing armor. A stab or slash on an arm or leg can damage muscle, sever arteries, or cut tendons. Ouch!

A cut tendon generally renders that limb useless, since tendons are what hold things together - like attaching muscle to bone. If your muscle is no longer attached to your bone, you can't move that limb!


Torso


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
Piercing injuries will bleed a lot and can easily do fatal damage, although unless a main artery is hit then it’s not going to be a quick death.  A piercing more than 2 inches deep starts to get dangerous.

If the main descending aorta is hit, the character has seconds to live.

The femoral or renal arteries will lose a fatal amount of blood in 2 – 3 minutes.

Injury to internal organs would cause bleeding, infections and a nasty slow death if left untreated.  Bleeding from the spleen or liver would cause death within 20 minutes.  Less major damage to internal organs would cause death either from blood loss over several hours or up to several days later from infection and other complications.

Relatively slight cuts to the stomach area would affect breathing and damage muscles, More major cuts to this area can damage nerves and muscles, meaning the injured character would have no control over their legs.  Not nice, when you’re trying to get away from the nutter who’s just sliced you up and suddenly your legs don’t work…

Extensive cuts here can also mean the insides are suddenly outside.  Not pretty, not comfortable and, untreated, leaves the character with about 15 minutes to live and they’re going to wish it was much less.  Quite apart from the pain (which is pretty horrific) the sight of their own insides tends to make most people quite hysterical.



Blood Loss


QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")

Major blood loss will result in a fast weak pulse and accelerated respiratory rate.

For an average healthy person about a litre of blood lost is enough for shock to set in.

Loss of approximately a litre and a half to two litres or more will require transfusion.

Loss of more than 2 and a half litres will probably result in unconsciousness and, if transfusion is not given, death.


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Blunt Trauma



QUOTE ("http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm")
Getting hit…

Aside from the obvious risk of getting smacked upside the head or breaking bones (see above) there are assorted other injuries and complications which can arise.

Due to the elasticity of the ribcage getting smacked in the chest can cause a person to fly backwards some distance.  Of course this means they can bounce off of something else and hurt themselves that way.  At best they’re going to be winded and have difficulty breathing, which causes a certain amount of panic in most people.  And it looks rather alarming.

Heavy blows to the back can damage the spine resulting in possible paralysis and death.  Kidney injuries are also common when someone is hit in the small of the back.  They can bleed and may shut down altogether.  Kidney failure means the body can’t clear certain waste products from its system, if the waste products build up too far then coma and death can result.

Internal organs such as the liver and spleen can also be damaged by blunt trauma and bleed as detailed above.  Other organs which may be injured are the pancreas and the intestines.

If the pancreas is damaged it may spill digestive enzymes which start to digest the person’s own insides.  Obviously this is rather painful and unpleasant.

Damage to the intestines can result in blockages (causing pain, nausea and vomiting), bleeding, and the release of bacteria into the bloodstream resulting in septic shock (high fever followed by sudden drop in temperature and blood pressure – fatal if not treated)  This can take 24 hours or more.

Usual treatment for internal injuries is IV feeding, antibiotics, painkillers and sometimes surgery.



Burns



Burns are classified into degree by their seriousness.

1st degree burns – Red, sensitive skin, like a sunburn.
2nd degree burns – Blistering on the first layer of skin (the epidermis) only.
3rd degree burns – Damage to both the epidermis and dermis (the first two layers of skin), visible scars.

Burns over more than 70% of the body are life threatening due to dehydration and the risk of shock, kidney failure and infection.


Electric Shock



A powerful enough shock can stop the heart. It can also cause burns to the extremities, and lightning strikes leave remarkable scars on the skin of people that survive.

Electricity can be transferred through the body, as it is 70% water. It can also be transferred through anything that is metal, so if you're fighting against a mage with a specialty in electric attacks, you might want to reconsider your choice of weapon!

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Kate
 Posted on Jun 23 2016, 02:54 PM
Quote

Those who do not believe in magic will never find it.

Offline
Posts: 28
Coins: 32811855
Played By: Kate
Since: 4-May 16
Application: Click Here
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Plotter: Click Here



Awards: None


Environments


There are other factors besides just a character's body type or skills that can affect the outcome of a battle, your environment plays a roll, too! Read on to learn more about how environments can affect your RP.

Cold Environments



Cold environments offer more than just chilly air when it comes to changes in the environment. Other cold weather factors include snow, ice, hail, sleet, and rain.

In snowy environments, bear in mind that characters can suffer from frostbite if their skin is exposed to the cold for too long. Frostbite can occur on ANY exposed skin, and not just the extremities - but the extremities are at a higher risk because it takes longer for blood to reach those areas, and they are harder to keep warm. Even feet wearing two pairs of socks and some sturdy boots are at risk, though the risk is lower than for someone who is bare footed.

QUOTE (http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm)
Like burns, frostbite is classified into degrees of severity.

First degree frostbite – Numbness and whitening of skin.
Second degree frostbite – Outer layer of skin frozen, blistering likely when warmed.
Third degree frostbite – Skin is white or blue and blotchy.  Skin and the tissue beneath it is hard and cold.


Icy surfaces present slipping hazards, which means that a character standing on ice is at risk for twisted ankles, broken bones, or worse. A character standing on the thin ice of a frozen lake is at risk of falling through the ice and into dangerously cold water.

Snow on the ground can hide small obstacles like rocks, holes, branches, bear traps, pockets of ice and mud, and other hazards. Running in shallow snow can cause your character to be unable to see an obstacle, and end up tripping over it. Slips, trips and falls can result in sprains, broken bones, bruises and so on.

Large enough hailstones can cause bruises to exposed skin, windows, fragile equipment, and small animals.


Hypothermia
Hypothermia occurs when a person's body temperature begins to drop, usually below 95°F. The body shuts down blood flow to certain body parts and organs in order to protect the most vital ones, and will eventually result in death.

QUOTE (WebMD.com)

The hypothalamus, the brain's temperature-control center, works to raise body temperature by triggering processes that heat and cool the body. During cold temperature exposure, shivering is a protective response to produce heat through muscle activity. In another heat-preserving response -- called vasoconstriction -- blood vessels temporarily narrow.

Normally, the activity of the heart and liver produce most of your body heat. But as core body temperature cools, these organs produce less heat, in essence causing a protective "shut down" to preserve heat and protect the brain. Low body temperature can slow brain activity, breathing, and heart rate.

Confusion and fatigue can set in, hampering a person's ability to understand what's happening and make intelligent choices to get to safety.


The longer a character is exposed to extreme cold, the slower he or she will move (unless a character has some kind of magical or racial bonus, of course), the stiffer muscles will become, and the harder it will become for a character to think clearly.



Hot Environments



As with cold environments, there's more than just the air temperature to consider when it comes to heat. You must also take into consideration things like sunburn, heat stroke, possible weather effects like sand storms, and the availability of resources like drinking water.

The longer a character is exerting himself in hot temperatures, the higher the risk of heat exhaustion becomes. Heat exhaustion occurs when a character's body temperature increases above the norm, and he or she does not replenish his/her system with water fast enough to compensate.

QUOTE (http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm)
Symptoms of heat exhaustion include:

Headache,
Dizziness, faintness,
Confusion and irritability,
Thirst,
Fast and weak pulse and breathing,
Clammy skin and cramps.

Additional symptoms of heatstroke are:

Hot, dry, flushed skin,
Sweating stops altogether,
Nausea,
Disorientation up to and including hallucinations,
Abnormal blood pressure,
Elevated temperature,
Unconsciousness.

Treatment focuses on lowering the body temperature and re-hydrating the person as quickly as possible.


High heat tends to sap a person of his or her energy. Seemingly normal tasks can begin to appear daunting, the character will begin to sweat and become dehydrated. Exposed skin is susceptible to sun burn, which has varying stages of severity just like burns from fire do. The more severe forms of sunburn can cause blisters, damage to the skin's nerve endings, and an increased risk of skin cancer (though for RP purposes, we're only going to pay attention to the first two effects).

QUOTE (WebMD.com)
You may get a more severe sunburn depending on:

-- The time of day. You are more likely to get a sunburn between 10 in the morning and 4 in the afternoon, when the sun's rays are the strongest. You might think the chance of getting a sunburn on cloudy days is less, but the sun's damaging UV light can pass through clouds.
-- Whether you are near reflective surfaces, such as water, white sand, concrete, snow, and ice. All of these reflect the sun's rays and can cause sunburns.
-- The season of the year. The position of the sun on summer days can cause a more severe sunburn.
-- Altitude. It is easy to get sunburned at higher altitudes, because there is less of the earth's atmosphere to block the sunlight. UV exposure increases about 4% for every 1000 ft (305 m) gain in elevation.
-- How close you are to the equator (latitude). The closer you are to the equator, the more direct sunlight passes through the atmosphere. For example, the southern United States gets 1.5 times more sunlight than the northern United States.
-- The UV index of the day, which shows the risk of getting a sunburn that day.



Oxygen Deprivation (Hypoxia)



Whether it's because you're trapped in an air-tight space and your supply is being used up, or because you're on an airplane where the pressurization is lost, oxygen deprivation is bad!

QUOTE (FlightSafetyAustralia.com)
As hypoxia deepens, more symptoms become evident:

-- These include mental changes such as poor judgment, lack of insight and self-assessment, and either euphoria or irritability.
-- Muscular coordination becomes affected. (Tissandier recalled being unable to reach for the oxygen bags in the balloon, despite wanting to.)
-- Sensory loss shades into semi-consciousness, unconsciousness and, after several minutes, death.

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Kate
 Posted on Jun 23 2016, 02:58 PM
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Those who do not believe in magic will never find it.

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Sample RP Battle


Acceptable RP Posts



Here's a very simple sample of an RP battle. Keep in mind that here at the EmeriaRP forum, we prefer our posts to be a couple of paragraphs long, each. But this sample RP battle (taken from RPmadesimple.com - let's ignore the grammatical errors for now!) shows actions and reactions by two characters in a fight.
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Notice how, in the example above, the only action Otis takes when starting his fight is to grab his weapon (in this case, a staff) from the bar? That's because a single post in a battle thread only covers a few seconds' worth of time.

That's why the only thing that Jarl does in response is step backwards, trying to prepare for what's coming next. Keep this in mind for every RP battle post you make. While you're permitted to embellish your post (for example, Otis could have described which hand he was holding the staff in, whether he was already standing or if he jumped to his feet, etc.), you are not permitted to do more than one attack OR more than one defense maneuver, for the sake of fairness.

Similarly, Jarl could have embellished his post with information on his facial expression, his thoughts, how far away (in feet or in inches, for example) he's standing from where Otis is, and so on.


Unacceptable RP Posts



What Otis could NOT have done was to write something like this:

Otis grabs his staff and hits Jarl over the head with it, knocking Jarl unconscious.

That takes away Jarl's control over his own character, which is against site rules -- and it's rude, too!

And as for Jarl -- that character would not be permitted to write a post like this:

Jarl leaps backwards, avoiding Otis's swing, and then grabs a bottle and smashes Otis in the face, breaking Otis's nose and causing blood to come pouring out everywhere.

In Jarl's return post, not only is he deciding the outcome of his strike at Otis, but he is completing too many actions as well. Leaping backward, grabbing a bottle AND taking a swing with it all in the same post does not allow Otis the chance to react to Jarl's movements.


What About Pre-Determined Outcomes?



Okay, so you've discussed this battle RP with your friend, and both of you have determined that Jarl will be the loser of this battle, for plotting purposes. Is it okay for Otis to take control of Jarl so that Jarl is definitely the loser?

The short answer is: No.

Ideally, the two of you would take turns posting back and forth in the 'legal' battle RP style, but allowing most of Otis's hits to land, or causing Jarl to trip and fall, or any number of other actions that could lead to Otis being the winner. Just because the outcome was decided in advance doesn't mean that Otis suddenly gets to post everything himself. Who knows? Jarl's player may want Jarl to retain some of his dignity after he loses!


Dice and RP Battles



If you want to leave the outcome of the battle in the hands of the "RP Gods", you can use the forum's Dice Roll system to help you.

The most common practice is to roll one 100-sided die, and allow the outcome to determine your character's success.

Sample Results:

1 - 15: Failure. You can write about your character's utter failure, like tripping over his own shoelaces and falling face-first into a pile of manure, or you could even kill your character.

16 - 25: Moderate Failure. Maybe Otis was trying to punch Jarl squarely in the jaw, but this roll determined that he slipped on a puddle of spilled beer, and instead he ended up barely grazing Jarl's chin.

26 - 35: Slight Failure. Perhaps Jarl intended to do an awesome dive and roll out of the way of danger. Instead, he mostly fell over, stumbled getting up, and only barely managed to get to safety.

36 - 50: Neutral. This one's a little bit of a toss-up. Maybe each member involved had some success, and the result is that the attack and defense ended in a stalemate -- like when two people lock hands in a wrestling match, and neither one can overpower the other.

51 - 65: Slight Success. Otis swung his staff at Jarl and it did manage to land a blow, but Jarl was expecting the hit and got his arm up to block it. Jarl's going to have one helluva bruise there, and maybe he'll have a dead arm for a few minutes, but he won't be entirely disabled by the blow.

66 - 75: Moderate Success. Jarl successfully dodged Otis's attack entirely, taking no damage - but he didn't quite have time to grab a weapon and now he's on the defensive.

76 - 85: Success. Otis successfully lands his intended blow, it does the hoped-for amount of damage, but nothing more.

86 + Otis's success is unexpectedly high. Not only does he hit Jarl squarely in the gut, but with much more force than he intended, with very exacting precision, and with just the right edge of his weapon to do the utmost damage. He might also have looked really awesome while he was doing it, like an action movie star or the hero of a famous ballad.

Dice Roll Code



You can insert a dice roll into your post by hitting the "Roll" button from the Full Reply Editor, Starting a new thread, or using the following code:
CODE
[roll]1d10[/roll]


Notice how the code says 1d10? That means ONE dice TEN sides. Simply edit the 10 to say 100 and you'll have ONE dice ONE-HUNDRED sides. Then post your message. Easy!

It should look like this after you've edited:
CODE
[roll]1d100[/roll]


Posts and Dice



You might be wondering: how do I know the outcome of my die roll in my post?

Well, unfortunately, you won't. The die roll results don't post until after you've hit the Post/Reply button.

Your best bet is to lay out a few options in your post beforehand, and work in PMs with your battle RP partner to help determine what happens with the outcome. Also, never RP with someone that you don't trust to operate in a fair and honest manner.

Maybe one day, the forum will come up with a better way to handle dice rolling, but for now, this is the best that we can offer.

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Kate
 Posted on Jun 23 2016, 03:05 PM
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Those who do not believe in magic will never find it.

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Posts: 28
Coins: 32811855
Played By: Kate
Since: 4-May 16
Application: Click Here
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Plotter: Click Here



Awards: None


Conclusion


And that's it! That's all you need to keep in mind when you're RPing battles.

I know, I know -- it seems like a lot! We'll summarize like this:

Step 1: Consider your character's body type and ideal weapon

Step 2: Don't forget what injuries will do to your character's abilities

Step 3: Remember to include environmental elements

Step 4: Play fair!

Above all, RP is supposed to be fun and enjoyable for everyone. Cheating or power-gaming takes away the element of fun. Don't do it.


Additional Resources



RPedia - The Roleplay Resource
DPSinfo.com - RP Fight Rules
RP Made Simple - Survival Guide

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