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By Tharivious Meliamne

Combat. One of the great problem solvers for characters, and one of the great aggravations for players. I'll cover a few aspects of combat situations, and provide examples of what I'm talking about.

I'm not going to go into detail on how the various races and classes fight, as there's more than enough information there to fill a book series, and many companies have already done that. And besides that, stereotyping is what leads to unoriginality, and that's a very bad word to see in roleplaying terms.

Attacks:

One of the two most important aspects of combat, the attacks have to come first. So, here are some of the basics.

First of all, and I know this has been said several dozen times before by several dozen people, myself included, no auto hits. It doesn't matter how powerful you're character is, this is freeform, everyone is an equal and it is only in the player's skill that a character can truly shine in battle.

Second of all, it is extremely helpful for your opponent if you announce the specific part of their body that you are aiming for. This includes which side of them, which limb, which area of their torso, and also which direction your attack is coming from. Providing this information will not only help them to defend themselves, but also make the fight more vivid, as it shows where and how the attack is being made.

There are a few basic forms of attack, and I will cover some of them here in brief.:

Unarmed Strikes

This breaks down into a few different aspects. There are kicks, punches, headbutts, leg-sweeps, elbow slams, knee lifts, etc, all manner of different attack forms fall into this category. To effectively use these attacks, think about what type of armor your opponent is wearing. If they're wearing full-plate, do you really want to slam your fist into their chest? Or would you be better off trying to knock them down with leg attacks to keep them on the ground and immobile? Logic is of the utmost importance to the unarmed fighter, as it can often mean the difference between success, and a broken limb. Yes, monks can often get past heavy weight armor, but that is through knowledge of where to hit as much as it is through force of the blow.

Example:
Monk_01 throws a right palm strike at Monk_02's chest, following it up with a left knee aimed at his opponent's right side.
Monk_02 blocks the palm strike with his forearms, being pushed back a bit by the force of the impact just as he is caught in the side by the knee, buckling slightly to the right as the wind is knocked out of him.
Monk_02 returns with a right elbow aimed at Monk_01's left leg, hoping to dislocate the knee joint as he aims his left fist at his opponent's stomach.
Monk_01 grimaces in pain as his knee is stricken, a slight pop being heard as his knee buckles under the force, his forearms spinning in place to move the fist harmlessly to the side.

.... And so on and so forth.

Armed Combat

Ranged Attacks

These break down into two types of attacks, projectile weapons ( Such as bows and slings ) and thrown weapons ( Such as daggers and throwing axes ).

Defense

The second of the two most important aspects, the defense is a result of the attack, and as such, comes second. Here's a few basic tips on the subject.

First of all, as with above, this has been said many times and will be said here again, don't avoid everything that comes your character's way. It's unrealistic to dodge everything, because quite simply, there are things that should be unnavoidable, even if your character is the super-mega-god-of-all-things-combat-oriented-and-related.

Second of all, bear in mind your own fighting style when trying to block. If blocking an attack will make it so that you cannot attack in return, should you block, or perhaps dodge it? If you move a bit to the side and still get hit by the attack, will that put you in a good position to deliver a very painful strike? Keep those things in mind when defending your character, they add another layer of strategy to your actions.

Spellcasting

Always remember, when in melee combat, it isn't easy for a spellcaster to get those spells cast. Being distracted by an opponent with a big sword can and does make things difficult when trying to send off those somatic components and those words of magic, let alone fumbling for spell components.

When using magic in battle, there are two possible paths.

One path is to describe vividly what the spell does and how it is being cast. I prefer this path in most instances, because it is more visually effective and creates a sense of realism. Possible ways of enhancing this aspect are using specific languages for your character to chant in if not actual words, describing what sorts of gestures are made, and naming what sorts of material components your spell is using. When using spells without flashy visual effects, like a Charm spell or something of that nature, always remember to PM the player of your target, otherwise, don't be surprised if you have a confused opponent.

The other path is simpler. Just announce that you are casting a spell and name the spell right off. There are times when using this path is best, such as a large scale battle where typing time is of the essence and you're already rushing to get your actions in just to keep up with your opponents. But in general, the first method is the best method, simply because of the more vivid visualization that it creates.

Summoned Creatures and Other NPCs in combat

When dealing with summoned creatures and other NPCs, it's best to look at their source to know how best to deal with them. If a creature is summoned as a result of a spell, then that falls under dealing with a spell, and should be treated as such. When it comes to called monsters or created ones [ie, undead, called fiends, etc..], again, treat them as NPCs under the control of the player who brought them there. Other NPCs such as cohorts that may be present as a part of the character's description / there to carry their sword/staff/shield/etc..., should be treated like characters under that player's control, with courtesy and respect.

This means, among other things:

Turning / Rebuking Undead

Whether the undead is a player character or an NPC, I recommend treating them the same way. A Turn/Rebuke attempt is an attempt, not a garauntee. As such, phrase it that way, leave room for the attempt to fail, because logically speaking, it could. Phrase the attempts by describing the energy used in the attempt, be it positive or negative, and be clear on your character's actions; make it seem like he truly holds some holy authority, but without making yourself seem to the the holy authority.

Example of Turning: Cleric_01 raises his holy symbol before him, muttering a prayer to his deity as he focuses his mind on driving the undead back, channeling the holy energy forth from his symbol.

Example of Rebuking: Cleric_02 holds forth the symbol of his dark god, chanting low under his breath as he focuses the negative energies through his talisman, pressing the forces forward in hopes of wresting control of the undead to his own will.

Taking Damage and Showing Damage

This one is incredibly important. I've covered this one on my rant thread, so I'll give it another spotlight here. When a character is stricken, it will affect their ability to perform in battle. Whether you like it or not, that's the nature of physiology, and yes, I'm bringing science into a fantasy setting, but that's necessary in this case. When someone's arm is injured, it doesn't function as strongly, of at all. When someone's leg is damaged, it will slow their movement if they can't fly. If someone's back is broken, they aren't going to moving much. Think logically.

Granted, with the CoC limitations on graphic violence, there's a limit on how wounded you should allow your character to become, so here are a few pointers.

Example of what NOT to do:
Look at Monty Python and the Holy Grail, the scene with the Black Knight. "It's just a flesh wound!"

Beginning the Battle

This is an aspect that can be somewhat difficult at times, and at other times, quite simple.

Ending the Battle

Similar to starting a fight, this can be tricky if not done right. Often enough to be a generalization, but not a rule by any means, players' pride can become an obstacle to finishing a fight as well as it could be. Whether this is through a player being unwilling to let their character lose or a player who refuses to give in when beaten, this can be one of the more frustrating occurances in a fight. If this happens to you and your characters, there are a few ways to deal with it.

Alternatively, some fights are easy to handle the ending for. If a character is to die, select the means of death in advance of the death blow, that way it can be signaled for when the time comes, this makes things go more smoothly. If both are to survive, one can just as easily walk away to fight again later. Whether this is done with a swearing of vengeance to be taken later or a wounded warrior leaving to heal their injuries, this is a perfectly viable option in nearly all cases.

With a Stubborn Player/Character

Lastly, Know When To Stay Out of Other Players' Business

That's right, another of my old points. There are times when you can feel free to help out your friends in battle, such as when you ask them and their opponents and all parties give permission, but their are also times where you should just stay out of it. Don't interfere with other characters' storylines if they haven't given you permission to do so, it's just good manners.

I will however say that there is one time when interfering without permission of both parties is alright is when one character is about to die and that player asks you to save their character. I see this as being alright, especially if the character on the brink of death has no means of returning from the afterlife.

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