To people who don't know: a turn is referring to your entire post(maximum of 3 moves) and move refers to each of the jutsu you post(or the physical attack attempts you make).
This idea actually comes from an other post made about taijutsu fights. He (Passion) said that the current system for how long special modes lasted was flawed. He supported his idea with an example that went something like this:
Person 1: I use a special jutsu to increase my speed and strenght. I should use this to my advantage. I run at you and atempt to kick you in the face.
Person 2: I jump back and avoid your attack.
Person 1: Damn. I jump at you again and try to hit you once more with a round-house kick.
Person 2: I roll to the left and avoid your attack again.
Person 1: No!!! my special mode ended after the 2 turns yet I have not gained any advantage, I am also left drained.
So basically he stated that no matter how short it lasted, a turn was a turn and that made it difficult for user of these modes to make any progress. I think this is a great problem not just for Tai/kenjutsu fight but for fights in general since ninjutsu fights sometimes tend to have the same problem. Here is an other example:
Person 1: I use a special jutsu to increase my speed and the power of my fire jutsu. I should burn him using my powers. I fire a giant fireball from my mouth while my summon sends a wind blast to boost it's power.
Person 2:This should be hard to avoid since my forbidden jutsu has left me unable to use water for this turn. I know I'll just avoid it. I use hurricane fist at the ground to send me flying over your attack.
Person 1: I should definitely get him this time. I send a fire dragon at you and then using my increased speed send a mud dragon after it. The mud dragon reaches the fire one because of how quickly I made it. The 2 dragons combine and make a powerful lava combo.
Person 2: My clone comes from under the ground. The 2 of us make a super water-wind combo to block the blast.
Person 1: No!!! my special mode ended after the 2 turns and I have not made any progress. Also his inability to use water jutsu passed too quickly.
To sum up the example this was the time frame:
Fire/speed mode made by P1
1- Summon's wind + P1's fire
2- P2 escaped using hurricane fist
3- P1 makes fire dragon
4- P1 makes mud dragon
5-P2 and his clone make a wind-water combo
So the time for 5 moves have passed yet P1's 2 turns ran out making his mod pretty pointless. While the other thread pointed out an important problem it didn't provide a clear solution and I believe I got one. I think moves should set the time for jutsu's not turns. However since your turn is made up of 3 moves and your opponent can make 3 moves as well the turn number should be multiplied my 6(3 from you +3 from your opponent). Of course it will also be applied to restrictions of jutsu's such as:
"*no Forbidden rank jutsu for 3 turns" it would be replaced by:
"*no Forbidden rank jutsu for 18(6x3=18) moves"
I believe this will help solve the problem at hand since jutsu's made at the same time by multiple bodies/clones would count as 1 move. Also in the Taijutsu fight example each of the turns would count as a move since he only kicked and the guy only jumped back and this repeated. It would provide a few more advantages:
-It would determine when the mode/restriction actually ends(with turns it was confusing since theoretically the mode/restriction could end at the beginning or the end) but with this it would end at the right time,
-It would make the timing more realistic,
-It would make the restrictions on forbidden and S-ranked jutsu more accurate.
I know it's a lot of work but I feel it will be worth it. And jutsus wouldn't have to be edited. It could just be added to the rules and people would just the the calculations themselves.
Summary: All restrictions, time limits should be judged by moves not turns. Since a turn means both your(max 3 move) and your opponents(max 3 move) the number of turns would be multiplied by 6 to give the amount of moves.
All constructive criticism is welcome, along with questions and suggestions.
Edit: After a bit of thought I felt like maybe 6 times the number of turns was too much since it didn't always happen. I thought that 5 or 4 would be a better multiple. What do you think.
Edit 2: The other thread belonged to Passion so thanks a lot to him as for pointing out what I feel to be a problem.
This idea actually comes from an other post made about taijutsu fights. He (Passion) said that the current system for how long special modes lasted was flawed. He supported his idea with an example that went something like this:
Person 1: I use a special jutsu to increase my speed and strenght. I should use this to my advantage. I run at you and atempt to kick you in the face.
Person 2: I jump back and avoid your attack.
Person 1: Damn. I jump at you again and try to hit you once more with a round-house kick.
Person 2: I roll to the left and avoid your attack again.
Person 1: No!!! my special mode ended after the 2 turns yet I have not gained any advantage, I am also left drained.
So basically he stated that no matter how short it lasted, a turn was a turn and that made it difficult for user of these modes to make any progress. I think this is a great problem not just for Tai/kenjutsu fight but for fights in general since ninjutsu fights sometimes tend to have the same problem. Here is an other example:
Person 1: I use a special jutsu to increase my speed and the power of my fire jutsu. I should burn him using my powers. I fire a giant fireball from my mouth while my summon sends a wind blast to boost it's power.
Person 2:This should be hard to avoid since my forbidden jutsu has left me unable to use water for this turn. I know I'll just avoid it. I use hurricane fist at the ground to send me flying over your attack.
Person 1: I should definitely get him this time. I send a fire dragon at you and then using my increased speed send a mud dragon after it. The mud dragon reaches the fire one because of how quickly I made it. The 2 dragons combine and make a powerful lava combo.
Person 2: My clone comes from under the ground. The 2 of us make a super water-wind combo to block the blast.
Person 1: No!!! my special mode ended after the 2 turns and I have not made any progress. Also his inability to use water jutsu passed too quickly.
To sum up the example this was the time frame:
Fire/speed mode made by P1
1- Summon's wind + P1's fire
2- P2 escaped using hurricane fist
3- P1 makes fire dragon
4- P1 makes mud dragon
5-P2 and his clone make a wind-water combo
So the time for 5 moves have passed yet P1's 2 turns ran out making his mod pretty pointless. While the other thread pointed out an important problem it didn't provide a clear solution and I believe I got one. I think moves should set the time for jutsu's not turns. However since your turn is made up of 3 moves and your opponent can make 3 moves as well the turn number should be multiplied my 6(3 from you +3 from your opponent). Of course it will also be applied to restrictions of jutsu's such as:
"*no Forbidden rank jutsu for 3 turns" it would be replaced by:
"*no Forbidden rank jutsu for 18(6x3=18) moves"
I believe this will help solve the problem at hand since jutsu's made at the same time by multiple bodies/clones would count as 1 move. Also in the Taijutsu fight example each of the turns would count as a move since he only kicked and the guy only jumped back and this repeated. It would provide a few more advantages:
-It would determine when the mode/restriction actually ends(with turns it was confusing since theoretically the mode/restriction could end at the beginning or the end) but with this it would end at the right time,
-It would make the timing more realistic,
-It would make the restrictions on forbidden and S-ranked jutsu more accurate.
I know it's a lot of work but I feel it will be worth it. And jutsus wouldn't have to be edited. It could just be added to the rules and people would just the the calculations themselves.
Summary: All restrictions, time limits should be judged by moves not turns. Since a turn means both your(max 3 move) and your opponents(max 3 move) the number of turns would be multiplied by 6 to give the amount of moves.
All constructive criticism is welcome, along with questions and suggestions.
Edit: After a bit of thought I felt like maybe 6 times the number of turns was too much since it didn't always happen. I thought that 5 or 4 would be a better multiple. What do you think.
Edit 2: The other thread belonged to Passion so thanks a lot to him as for pointing out what I feel to be a problem.
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