Maintaining Timeframe

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️

RP Guide: Timeframe

Introduction:

When battling in the WSE or Battle Arena, each player takes turns describing their moves and how they complete them. During these turns, actions taken by the participants follow a certain order of events that keep the battle flowing and consistent. In order to have a proper battle, RPers must make a proper response to their opponent that ensures they have not only responded to the opponent's attacks, but that they respond in kind. However this must be done within the order of events the opponent has laid out. This order of events is defined as Timeframe, and each participant must be aware of how their actions logically affect the time frame to keep the ebb and flow of each battle. Timeframe is one of the primary reasons RPer lose battles due to technicality and as such knowing exactly how it works can increase the chances of winning and make the experiance enjoyable to all by lessening the time spent arguing.

What is Timeframe?

Timeframe is defined as the order of actions an RPer takes during their move and how long it logically takes to perform those actions. Their are certain factors that may increase or decrease the time spent preforming these actions but that is on a case by case basis.

How it works:

In this RP, the very first offensive action cannot be interrupted as it signals the start of the battle. Primarily, the time before this action is used for activating passive techniques, listing reference techniques, and/or adding a bit of a storyboard elements and context to the roleplaying battle scenario between the two parties. Due to this, Player 1 has a slight advantage in terms of offense for the first turn. This action can range from using a jutsu to simple offensive actions like throwing projectiles. Whatever it is, the action can only be interrupted or defended against after it has begun. For example, Player 1 begins by performing a offensive technique that requires him to use handseals. The preparation of this first offensive technique cannot be interrupted by Player 2, thus Player 2 usually starts the battle on the defensive. Please be aware, this only applies to the very first offensive action used by Player 1. Player 2 may proceed to interrupt or force the opponent onto the defensive for any subsequent action as long as they describe (within reason) how they do so. As the battle proceeds, players must maintain awareness of the timeframe as to make sure the battle's events line up and each action has a equal and/or opposite reaction. Timing is everything within battle and thus it goes hand in hand with how timeframe operates. Many things can effect timing and often many people fail to take regards to them when in battle.

Environment/Terrain/Time of Day:

Are you fighting in the arid deserts of the Land of Wind where there are no water sources? Is it raining? Snowing? Has the terrain been altered in any way that would impede movement or aim of certain attacks? What time of day is it? Terrain and the environment are often not really taken into consideration when players battle. When players don't take the factors of the terrain and environment into consideration it can really hamper the experience of battle scenario and often lead to breaches in timeframe. Terrain is an important aspect to any battle and when properly used can lead to amazing battles. Less commonly there is also time of day that can effect some techniques, in the day time, there's generally lots of visibility so people can usually see clearly. In the afternoon, the sun is still out so visibility isn't really impeded. At night however, it becomes much harder to see, and as such people can use this to their advantage and as such it can effect the timing of some attacks. Ultimately, It all comes down to how you decide to use these aspects creatively and it is done reasonably and logically.

Handseals:

How many handseals are required for you to complete your technique? There are 12 different seals which ninja use to manipulate their chakra and each play a intergral part to the timing needed to use different techniques. This has become most relevant with elemental specialties that enable the user to use techniques of their selected affinity with only one handseal. As techniques become more complicated, they require more handseals to achieve their desired results. So timing and the inclusion of handseals is an important factor to determine when trying to maintain the timeframe. If your jutsu consist of 5 handseals, but the opponents consist of only 2 then the opponent would be generally able to release their technique before yours. So this must be taken into proper account when responding to do so accurately and justifiably.

Jutsus:

After handseals, the jutsu itself plays an integral part in maintaining the time frame of the player's moves. Current rules only allow for the player to perform three jutsu per turn. Each justu counts as a move slot and there are many effects and supplementary techniques that can often take up one of these move slots, not including passive techniques and abilities. When fighting, each jutsu produces different effects and that must be taken into account when thinking of the timeframe. For example, If player 1 uses a C-rank wind technique, then player 2 responds by using a B-rank fire technique, then player 2 will have more ability to respond and use the timeframe to complete more jutsu or actions as not only has he defended against the technique but has also forced his opponent onto the defensive.

Breaching the timeframe:

Breaching the timeframe is commonly the #1 reason arguments begin and it becomes necessary for a Moderator or Sensei to become involved to break down the order of actions and outline exactly how and where the timeframe breach occurred within the battle. When a player breaches the time frame it generally means they tried to complete a action that unfairly, unjustly, and/or illogically interferes with the order of opponent's last move. When a player is found guilty of breaching the timeframe, often times it usually results in the player taking the full damage/effects of the opponent's attack. Of course if that occurs it can usually mean the end of the battle and loss for the guilty party. In the case of major breaches, it will almost always result in a automatic loss. This is primarily the case with Battle Test as well, as a breach in time frame will usually result in the failing of the test. There are some cases where both players breach time frame, and depending on how bad the offenses are the battle can be completely thrown out at the Moderator's discretion. For example, its turn 1, lets say Player 1 uses a A-rank fire jutsu and spews it at the opponent. Player 2 responds by saying before he can complete his fire, he creates a hole for player 1 to fall in. This is a blatant breach of the time frame, as the first offensive action by player 1 can't be interrupted. Player 2 could have said, once he witnesses the handseals he responds with his own so that once the fire ball released, he creates a hole which throws the opponent off balance and causes him to miss the aim of the technique altogether. Another example, let's say it's turn 5, player 1 has just responded to the Player 2's A-rank water technique by creating a A-rank wall of earth. Player 2 says before the wall of earth is created he adds a lightning jutsu to give his last water technique more power and allowing it to power through the earth. This is a breach in time frame as Player 2's water technique had already been used and didn't include the usage of the lightning technique. If player 2 had included the lightning technique within the same time of the release of the water, then it would be justifiable as Player 1 would most likely take different measures to defend the combination.

Conclusion:

In order to ensure everyone has an enjoyable experience when RP battling, its important to use your common sense and reasoning to maintain the time frame. If you experience issues with the time frame, please discuss your issues with your opponent via VM or DMs to ensure arguing in the thread is limited. When two parties can't agree, then that's when you can get a Sensei involved. If this still doesn't resolve the issue, then a moderator can get involved and make the final decision. However, by following the information in this guide and those with links I've provided and used to help compile this information - which also touch base on other things that can relate to timeframe and other issues - you as an RPer can ensure your are using the necessary logic, reasoning, and common sense when responding and trying to maintain time frame.

Have fun roleplaying!

Notable Guides:




 
Last edited:
Top