<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=335591.msg15963254#msg15963254">Quote from: FoxgirlJay on 25-08-2021, 03:50:20</a></div></div><blockquote class="bbc_standard_quote">I wouldn't say that those techniques flat out don't work against a Sharingan, cause even on high-level users of that technique, they could be fooled by stuff like that. I'm pretty sure it's happened a fair amount. <br/><br/>As far as pvp combat, I'm very much open to discussing stuff here, or via DMs with regards to how things go, and how we write stuff.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Ok, I shall send you a PM about our fight. I'll just send my first suggestion here, just to serve as an example as well.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=335591.msg15963348#msg15963348">Quote from: Sapherno11 on 25-08-2021, 04:59:57</a></div></div><blockquote class="bbc_standard_quote">Sort of anna. So did you notice how when I was writing the actions that clones were going to take how I handled that? I explained what they would likely do and I could have gone in a step further and said well they would probably start to try to do this or try to do this or try to do this but I would never make anything definite. Because the reason for that is is that every character or every player knows their character. And I want to make sure that I don't want to infringe on your abilities as a writer. So I would write out what they would do and then let you decide what effect they have so if you want to plan out ahead of time with a partner exactly what's going to happen in combat go for it! That's why I added everyone's usernames to the RP as well to the threat as well with their skeleton. I want you guys to be able to be free to do that.<br/><br/>And again as for how combat works usually that's how I do it is I will write out what my action is likely going to be and then I'll follow up with a secondary action if the first one fails and then I'll allow my writer or my my partner to decide okay so with that first attack hit and then let them describe what their attack is going to be or if they try to counter it or whatever their action is and then I'll respond to their action. However if they say okay well the first hit would hit or the set would miss or I would count the second hit would take me by surprise. And so then they write that out and then they say and then I'm going to respond with this and this and so I would look at it objectively and go okay so if my character manage to do a flying kick and then it missed so I swung with a left-handed roundhouse kick and that actually hit I would probably start being overconfident and I would try to follow up with another kick not expecting to be countered so that my partner's counter attack is going to send me flying into a tree. It sounds more complicated than it is but it allows writers to create a more I don't know interesting way of doing combat I guess.<br/><br/>However that is just how I do things so if you guys want to do something else go for it I mean you're all great writers so do what feels the best if you want to plan it out ahead of time go for it if you don't necessarily want to that's okay too.so yeah honestly go with whatever you want to go with if you want to plan it out in detail in DMS you can. I actually did that with Annie when I was planning out one of my posts early on and I wanted to make sure I got her input on things so I didn't overstep her bounds so I asked her if hey you know what do you think what would your character do if I did this and this did this.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I'm not sure if I got your idea, exactly. I did play another action focused, anime themed games before and what we usually did there worked well. It works more or less like you described, but instead of deciding things above a couple of actions (like a single punch or the use of a jutsu) and leave things a bit open ended, a player could describe a series of actions AND include his/her opponent reactions as well (with previous consent, of course). Later, the other player will describe his/her reaction on his/her POV, of course, and then do their set of actions this time, also describing how the other player reacts to that. Repeat this process a few times until a winner emerges and done!<br/><br/>So, as example, let me tell what I thought for Ayaka and Akane this time (FoxgirlJay, if you agree, just gimme a thumbs up. If you want something modified, just tell me in a DM, we can discuss how the battle develops from there):<br/><br/><strong>Ayaka will set up some flash bombs. She will throw a kunai at Akane as a distraction and run towards her to attack with her spear, pretty much going against Hakuro's advice. Akane will deflect and evade most of her blows easily, of course, because of the sharigan. But Ayaka is expecting that. When Akane finally counter attack, with a kunai, kick or whatever, Ayaka's body will turn into a kawarimi, with a few flash bombs that will explode and blind Akane for a couple of seconds. Ayaka will use this window to throw a chakra focused punch on the other girl's tummy, sending her flying a few feet away. </strong><br/><br/>Ok, now that I gave my suggestion, FoxgirlJay can accept it as it is, give her own small tweaks or change it entirely with another suggestion of her own. Once we decided about that, I make my post and then it's her turn to suggest the string of actions Akane will make. We got it decided again and then she'll react to my post showing things in her character's PoV AND describing her set of actions after that. So it goes. I think repeating this process for around three times, usually, is good enough to settle a battle, but of course this isn't a number set in stone.<br/><br/>If I'm just repeating what you said with other words, Sapherno11, I'm sorry!<br/><br/>I think the fight gets pretty dynamic this way and you can be way more imaginative in your writing knowing beforehand how the other player will react for that specific chunk of events. It's a bit of a letdown when I see something like this in a IC post (and I've seen something like this before): "Ayaka threw a punch and, if connected, she landed another one right in sequence." It's a battle between the characters, but it needs to be a nice teamwork between the writers. ^^