I was contemplating team battles and the difficulties that come with them as the RP has evolved.
This may be a little difficult to explain but I'll try my best to explain the problems, where they arose from and a possible new way to RP with teams.
In the old days of the RP, the rules were much simpler than they are now. The main difference being that you used to have to block every attck aimed at you before you could attack/counterattack. When this was the main rule, it was relativly easy to have team battles because with each turn you would be working wth a clean slate. For example, Lets say Myself and Izuna were on a team aginst Goro and Devlin and the attack order was Scary Yamato, Goro, Izuna, then Devlin. I would attack both Goro and Devlin, and it would be Goro's job to defend both Himself and his partner. Once he defended both himself and his partner he would then attack Me and Izuna . The main reason we liked 2v2 battles, was because of this added difficulty of defending someone who couldnt use a jutsu. We were able to do this without much difficulty because of the process of defending first, then attacking. This kept the timeline linear with no backtracking. Then 2v1 battles started as a way for the strong guys to test thier abilities against some of the less developed RPers. This would make it so one person would have 3 jutsu to defend and attack against 6 jutsu being used on him. These were typically extremely difficult fights, since we didnt have nearly the amount of jutsu as we do now. The progression of the 2 man team would be for the second person in line to wait until the first has completely finished his move before starting (keeping the timeline linear and in line with the post order).
Now, what has changed between now and then?
In the team battle I participated in most recently (2v4), it was extremely difficult to form a full move because of the interuption trend. So now if I try to make a 3 jutsu turn I would be stopped after my first and then the rest of my move would be voided (which is fine for 1v1 but doesn’t translate well into team battles). On top of this, instead of letting the moves follow the linear progression of time, the opponents would make thier moves at the same time. So something that would have looked like this in the past…
SY attack -> 1st opponent block/attack-> 2nd opponent move -> SY partner block/attack -> 3rd opponent block/attack -> 4th opponent move
now look like this…
SY attack -> 1st and 2nd attack at the same time -> SY’s partner attacks the 1st and 2nd guys after thir first move -> 3rd &4th guys then attack after my partners first move.
We might as well have only allowed one move per person. The main point I’m trying to get at is that this trend of interupting jutsu sets instead of defending against them makes the timeline extremely difficult to follow when more than 2 people are involved. If you have had no trouble with team battles you probably don’t need to read any more of this but if you have been having a hard time with team battles because of a sktchy timeline then you may want to keep reading.
There are two possible solutions.
1) go back to the old way of fighting team battles where you need to defend your whole team fully before doing your move, and all moves must be made in order of the timeline.
Or
2) Allow the person to control both team members during their move.
By this I mean that normally I would only control my bio, and have to defend my partner who stood helpless as he got attacked. However, this new method would allow me to control both myself and my partner during my turn (still keeping at 3 jutsu per turn). I think this would a new and interesting dynamic for teams, that would really test your teamwork. The main advantage to this is that the fight would flow like any regular fight where you use clones.
I don’t think the current way of doing team battles is a problem, I just think that sometimes the timeline can get confusing and this might be a fun alternative. This is not an official suggestion about changing all team battles, but rather just a different way of executing them.
This may be a little difficult to explain but I'll try my best to explain the problems, where they arose from and a possible new way to RP with teams.
In the old days of the RP, the rules were much simpler than they are now. The main difference being that you used to have to block every attck aimed at you before you could attack/counterattack. When this was the main rule, it was relativly easy to have team battles because with each turn you would be working wth a clean slate. For example, Lets say Myself and Izuna were on a team aginst Goro and Devlin and the attack order was Scary Yamato, Goro, Izuna, then Devlin. I would attack both Goro and Devlin, and it would be Goro's job to defend both Himself and his partner. Once he defended both himself and his partner he would then attack Me and Izuna . The main reason we liked 2v2 battles, was because of this added difficulty of defending someone who couldnt use a jutsu. We were able to do this without much difficulty because of the process of defending first, then attacking. This kept the timeline linear with no backtracking. Then 2v1 battles started as a way for the strong guys to test thier abilities against some of the less developed RPers. This would make it so one person would have 3 jutsu to defend and attack against 6 jutsu being used on him. These were typically extremely difficult fights, since we didnt have nearly the amount of jutsu as we do now. The progression of the 2 man team would be for the second person in line to wait until the first has completely finished his move before starting (keeping the timeline linear and in line with the post order).
Now, what has changed between now and then?
In the team battle I participated in most recently (2v4), it was extremely difficult to form a full move because of the interuption trend. So now if I try to make a 3 jutsu turn I would be stopped after my first and then the rest of my move would be voided (which is fine for 1v1 but doesn’t translate well into team battles). On top of this, instead of letting the moves follow the linear progression of time, the opponents would make thier moves at the same time. So something that would have looked like this in the past…
SY attack -> 1st opponent block/attack-> 2nd opponent move -> SY partner block/attack -> 3rd opponent block/attack -> 4th opponent move
now look like this…
SY attack -> 1st and 2nd attack at the same time -> SY’s partner attacks the 1st and 2nd guys after thir first move -> 3rd &4th guys then attack after my partners first move.
We might as well have only allowed one move per person. The main point I’m trying to get at is that this trend of interupting jutsu sets instead of defending against them makes the timeline extremely difficult to follow when more than 2 people are involved. If you have had no trouble with team battles you probably don’t need to read any more of this but if you have been having a hard time with team battles because of a sktchy timeline then you may want to keep reading.
There are two possible solutions.
1) go back to the old way of fighting team battles where you need to defend your whole team fully before doing your move, and all moves must be made in order of the timeline.
Or
2) Allow the person to control both team members during their move.
By this I mean that normally I would only control my bio, and have to defend my partner who stood helpless as he got attacked. However, this new method would allow me to control both myself and my partner during my turn (still keeping at 3 jutsu per turn). I think this would a new and interesting dynamic for teams, that would really test your teamwork. The main advantage to this is that the fight would flow like any regular fight where you use clones.
I don’t think the current way of doing team battles is a problem, I just think that sometimes the timeline can get confusing and this might be a fun alternative. This is not an official suggestion about changing all team battles, but rather just a different way of executing them.