Introducing the Minor Move

Should the Minor Move become a part of the role-play?


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ZK

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Over a longer period of time I've been writing the rules for my own role-playing system. I had a whole bunch of ideas and was itching to get them down on paper. Sadly, getting ideas transferred from my mind to my Word-document has never been an easy task for me, so I must admit that my project has been gathering dust somewhere for an embarrassing amount of time.
So, I'm gonna suggest a few ideas of mine that wouldn't require a huge amount of effort to implement.

-The Minor Move-​
One of the things that really destroys the swag of every Taijutsu and Kenjutsu user on the Base, is the fact that you need to counter a Jutsu with a Jutsu, effectively establishing a need for otherwise unnecessary melee techniques. Furthermore, the inability to just dodge a technique makes it very hard for Taijutsu users and Kenjutsu users to get close. What I suggest is the implementation of the Minor Move.
The Minor Move counts as one half of one of the tree techniques a fighter is allowed to use very turn and covers many defensive and supplementary actions, plus some offensive ones.
On the defensive side, the Minor move is generally used for dodging. By using superior speed, or a descriptive ability that rocks the opponents world, the Minor Move allows its user to dodge smaller techniques. A technique such as (Suiton: Mizu Kamikiri) - Water Release: Rising Water Slicer would normally force a melee-fighter to use Ninjutsu or dodge clumsily with a technique. While some have the Customs needed or knows their way around the techniques of NB, there should be no need for a counter-attack, when a simple dodge would suffice. The user of the Minor move simply describes how he avoids the technique, and by establishing a good time-frame and being 'realistic', the minor move should make many battles 'flow' more steadily and realistically.
The Minor Move doesn't have to be restricted to Melee; many supplementary and simple Ninjutsu-techniques could easily be turned into Minor moves. Those with Minato biographies, for example, are all forced to use 33% of their entire turn just to apply a Flying Thunder God seal. Not using it, applying it. Why not make it a minor move? The Henge no Jutsu, too, could be made a minor move. Many techniques exist solely to prepare for other techniques: it's those techniques that have the qualifications to become Minor Moves.
On the offensive side, the Minor Move could make the use of explosive tags and weapons more realistic. Nobody counters a technique with explosive tags. Why? Because an explosive tag isn't a 'technique'. If restricted properly, the use of explosive tags, kunais, shurikens, needles, etcetera, could become actual attakcs, instead of something everybody avoids with a simple 'you throw yours, I throw mine.' tactic.
Of course, the Minor Move cannot be used to dodge a technique like (Fūton: Atsugai) - Wind Style: Pressure Damage. This concept is not made for people to become speed-devils, it simply represents a breath of fresh air for those who wish for a bit more freedom in melee-combat.
This is merely an idea, of course, and it needs polishing, I'm sure, because this is the first time I've tried to get the idea on paper, but I think it could work. I'd be grateful for it, that's for sure.
 

hawaiianmike

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I agree with you all the way.
I actually always though there should be move's or something that we can use to dodge. It kinda pisses me off how I am a long range fighter and I always have to waste a move blocking some small fireball that I could have easily dodged from that distance.

As for the part about just being able to dodge moves likek you stated, I could see how we can actually use the speed chart to depict whether someone could have dodged it or not.

Example:
If a chuunin and jounin are fighting. If the chuunin threw a punch from say a few feet away. I think that would be more than enough time for the other dude to beat him to the punch due to superior skill.
Of course we would also have to factor in thing's like the sharingan, and other things that increase ones speed.
 

ZK

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I agree since I prefer close range but never get the opputunity.
I agree with you all the way.
I actually always though there should be move's or something that we can use to dodge. It kinda pisses me off how I am a long range fighter and I always have to waste a move blocking some small fireball that I could have easily dodged from that distance.

As for the part about just being able to dodge moves likek you stated, I could see how we can actually use the speed chart to depict whether someone could have dodged it or not.

Example:
If a chuunin and jounin are fighting. If the chuunin threw a punch from say a few feet away. I think that would be more than enough time for the other dude to beat him to the punch due to superior skill.
Of course we would also have to factor in thing's like the sharingan, and other things that increase ones speed.
The Minor Move is less about 'speed' as such and more about the general ability to dodge (in the defensive case). While a Shinobi with the Seventh Gate open will, naturally, be able to dodge many a technique more than a regular Shinobi, and while a Taijutsu Master will have somewhat of an advantage, it's not what makes the Minor Move.
Comment and help me polish this thing!
 

KeotsuEclipse

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Personally, I like the suggestion; I went out of my way to create two customs thr allow me to more or less bypass the rule while still abiding by it.

I don't think it should even count as "half a move", as you suggested, but should be allowed as long as ample detail is required.

I've had a few fights with others in which I allow that very rule, and you're right, the battles do flow much more smoothly. And, by using common sense, there hasn't been any problems with it. Like you said, people didn't just try to dodge things like Atsugai, which they knew they couldnt.

Even if it does require "a move", you have my support for this suggestion.
 

Zenryoku

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Personally, I like the suggestion; I went out of my way to create two customs thr allow me to more or less bypass the rule while still abiding by it.

I don't think it should even count as "half a move", as you suggested, but should be allowed as long as ample detail is required.

I've had a few fights with others in which I allow that very rule, and you're right, the battles do flow much more smoothly. And, by using common sense, there hasn't been any problems with it. Like you said, people didn't just try to dodge things like Atsugai, which they knew they couldnt.

Even if it does require "a move", you have my support for this suggestion.

Actually going by this concept one could argue with enough distance you could use a minor move to get out the way by mere jumping to the right several foot, as atsugi is actually a relitively small concentrated attack as shown when kakuzu wind mask uses it, so as stated using common sense in such things as distance, scale and speed of techniques
 

ZK

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Actually going by this concept one could argue with enough distance you could use a minor move to get out the way by mere jumping to the right several foot, as atsugi is actually a relitively small concentrated attack as shown when kakuzu wind mask uses it, so as stated using common sense in such things as distance, scale and speed of techniques
Of course, but I was speaking in general terms. Long range fighting is a good example as to why the Minor Move would be a good supplement to the role-play.
But yeah, common sense.
 

Zenryoku

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Of course, but I was speaking in general terms. Long range fighting is a good example as to why the Minor Move would be a good supplement to the role-play.
But yeah, common sense.
close range is where skill comes into play personally as one needs to understand the human body limitation aswell and the range of movement available and thus where we experts of taijutsu and that have our fun xD
 

Scorps

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I actually have been thinking of something that somewhat falls under this category.

Imagine the following scenery:

My enemy, facing me from mid range, uses:

( Katon: Gōryūka no Jutsu ) - Fire Release: Great Dragon Fire Technique
Rank: B
Type: Offense/Supplementary
Range: Short/Long
Chakra Cost: 20
Damage Points: 40
Description: The user fires several large dragon-shaped fireballs at their opponent after performing one handseal. It is able to alter localized weather conditions to the point of making thunder clouds when shot into the air, enabling the user to perform Kirin.

Shooting 3 consecutive fireballs at me in a tight spread. Using my speed and agility, i drop down as i spin counter clockwise, leaning on my left left while using my right one to do a sweeping kick in mid air, balancing my rotation, dodging the first fire ball. As the second one comes, directed at my new lower position, i raise, swifting my weight from one leg to another and using that momentum to do a middle height rotation, above the range of the second fireball, letting pass beneath me as it spin. As the final fireball approaches, i switch from my right to my left leg, altering my momentum and rotating once more, shifting myself from my initial position and barely dodging the last fireball.

(Konoha Daisenpū) - Leaf Great Whirlwind
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: This technique is a series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.



Basically, i think that some Taijutsu moves can be correctly and fairly used to dodge or counter some techniques if described correctly and used accordingly. Using it in free form i think wouldn't be a good idea as it will lead to "using my UBBER PAWNAGE speed i dodge and DERP..." which would be ridiculous. Also, a minor edit to the battle rules could enable such a dodge once per turn for example and only in certain cases.

For example Stone Spikes could be countered with enough description with this taijutsu technique:

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points:15
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or immitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.
 

ZK

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close range is where skill comes into play personally as one needs to understand the human body limitation aswell and the range of movement available and thus where we experts of taijutsu and that have our fun xD
Indeed, and even in close range the Minor Move allows a Taijutsu user fight in equal terms with Ninjutsu-users. While some might be able to do this even now, it's easy to notice that it takes much skill to fight even a rookie whom simply throws S-ranked techniques around like candy on Halloween.
____
I'm glad that you people are backing this up ^^ Vote in the poll!
 

home

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i like the idea but i think it could go badly wrong as it can easily be misused. trolls and idiots would probably end up just using it for everything.
 

ZK

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i like the idea but i think it could go badly wrong as it can easily be misused. trolls and idiots would probably end up just using it for everything.
Can easily be misused? How? I can assure you that if anyone tries to misuse this, their opponent will be very quick to point the abuse out. Mistakes of any kind are found and examined in this role-play.
 

ZK

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*points upwards* :shy:
Sorry, I thought the quote would be a bit too large ^^
Honestly, that was exactly what I was thinking. And seriously, who wouldn't want to be dodging fireballs by an inch? It's way cooler than just using a boring technique to counter.
Yes, its cool-ness only adds to why it should be implemented :cool:
 

Scorps

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I agree that taijutsu moves can be used to dodge some things but it needs to be regulated and i'm against using it in free form. Also, the "logic" or "within reason" concept would need to be explained and regulated. We all know how someone will eventually try to dodge a majestic fire annihilation by jumping into the air... =_=
 
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ZK

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I agree that taijutsu moves can be used to dodge some things but it needs to be regulated and i'm against using it in free form. Also, the "logic" or "within reason" concept would need to be explained and regulated. We all know how someone will eventually try to dodge a majestic fire annihilation by jumping into the air... =_=
And when they try they'll be burned to death.
Yes there'll be people who misuse it, but there's people who misuse Genjutsu, smash the time-frame and lol's at the Elemental Advantages/Weaknesses. It happens all the time. People learn.
 

~Yubel~

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Little off topic but one thing that would help people from misusing this is to teach them about proper use of the timeframe and how it works, even people who´ve mastered one or two elements dont seem to know how the timeframe rule works or that 3 moves can be interupted if i do a big move for the other to counter.
 

Blizzàrd1

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To further implement this idea we could add a new category of freeform, I know people can write way a lot in free form and considering the kunai bombs they can throw as many as they want, so to be more strategic and still restrict it what we can do is make the category of freeform.

Freeform will be basically something like a jutsu without chakra use. So to dodge such moves without a jutsu one needs to be able to effectively move, and with each "rank" (I am not a fan of post rank but they are in use so I will state them here) comes some physical enhancement. We can create free form movements to make the dodge effective so it can count as a "move" in your turn but you will still be able to dodge the coming jutsu considering that its possible logically. Forexample:

Swift Spin (A basic free form movement)
Rank: C[Rank here will determine the speed of the movement and we can use this to compare it with other ranks of the jutsu to see if one can make it in time to perform this movement]
Type: Supp
Range: Short
Description: User with a push jumps into the open air at any possible direction and by shifting his/her weight to either right or left side he/she can spin out of the way in the mid air of coming attacks.

Zig-Zag Walk
Rank: E
Type: Supp
Description: User starts running in a zig-zag pattern changing direction after every 5 meteres to avoid on-coming small sized objects.

There are lot of freeform movements, totally depending on your thinking but even if we can jolt down basic ones, rpiers can use THEM to sprout their strategies. They can count as half a turn maybe, and a person can do two movements in a move (1 jutsu = 2 movements).. So using the example above, if I was attacked by three wind blades or something to the likes, I will perform zig-zag walk dodging two of them and then when the final one draws near I will leap towards it shifting my weight just in time in either direction to successfully dodge One complete move. It will be so epic just to imagine what happens :3
 

Maderator

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I think its a great idea mate, and its really well written. I think we could have a serious case to make some changes to the RP system
 

Zenryoku

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To further implement this idea we could add a new category of freeform, I know people can write way a lot in free form and considering the kunai bombs they can throw as many as they want, so to be more strategic and still restrict it what we can do is make the category of freeform.

Freeform will be basically something like a jutsu without chakra use. So to dodge such moves without a jutsu one needs to be able to effectively move, and with each "rank" (I am not a fan of post rank but they are in use so I will state them here) comes some physical enhancement. We can create free form movements to make the dodge effective so it can count as a "move" in your turn but you will still be able to dodge the coming jutsu considering that its possible logically. Forexample:

Swift Spin (A basic free form movement)
Rank: C[Rank here will determine the speed of the movement and we can use this to compare it with other ranks of the jutsu to see if one can make it in time to perform this movement]
Type: Supp
Range: Short
Description: User with a push jumps into the open air at any possible direction and by shifting his/her weight to either right or left side he/she can spin out of the way in the mid air of coming attacks.

Zig-Zag Walk
Rank: E
Type: Supp
Description: User starts running in a zig-zag pattern changing direction after every 5 meteres to avoid on-coming small sized objects.

There are lot of freeform movements, totally depending on your thinking but even if we can jolt down basic ones, rpiers can use THEM to sprout their strategies. They can count as half a turn maybe, and a person can do two movements in a move (1 jutsu = 2 movements).. So using the example above, if I was attacked by three wind blades or something to the likes, I will perform zig-zag walk dodging two of them and then when the final one draws near I will leap towards it shifting my weight just in time in either direction to successfully dodge One complete move. It will be so epic just to imagine what happens :3
Having template form for basic movements like that will not only serve to complicate this further but aslo i feel its not required, after all it will not be classified as free-form being in a technique as free-form is from written description only
 
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