Old 02-08-10, 12:13 PM   #361
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Oh yeah, I've been meaning to ask this..we can convert 1 Production Point into 1 Exp, but can we do it in reverse? 1 Exp into 1 PP?
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Old 02-08-10, 02:00 PM   #362
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Yays, I was thinking i was going to have to make my aburame stuff have wierd specialties to be traps, cause I know I'm using traps of some kind for my fighting
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Old 02-08-10, 04:52 PM   #363
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I also support an exchange rate for EXP and PP but it should be in the backburner until we get the system up and running.

Zeg, if your character is done, do you want to do a play test. Since neither of us are melee, I'd like to see how ranged vs ranged would play out. I think elemental vs elemental would be interesting to see but the system doesn't encourage ninjutsu with the 10 PP. Ryoku, you might consider upping the ante and temporarily giving more PP for trying out elemental ninjutsu.
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Old 02-08-10, 05:02 PM   #364
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You could make two characters that have both C-Rank elemental techs. It's not like a smattering of other techs are necessary... You have weapons at your disposal and whatnot to overcome battles at this stage.

I was thinking of later doing higher-end battles (increased EXP/PP amounts for just those battles). But that'll be after I see that there's enough of a solid base to work from. I wanna make sure the foundation is solid before I make a skyscraper.

Also, no to using 1 exp to make 1 PP. That would mean at the end of a mission, you could get several days worth of production done suddenly, or during character creation, you could obtain a ridiculous amount of techniques right from the start. PP is supposed to show effort being done (a sword being forged or training being done), EXP is supposed to show an experience being gained (training being done, learning a new technique, etc.). You can use time to gain new experiences, you cannot use experiences to make new time.
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Old 02-08-10, 05:47 PM   #365
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Idk, the way i was gearing my guy was so i could use melee basically as a distraction for traps, but thats not till i have at least a few earth/bug jutsu that let me slow/stop my opponent so i can get them easily.
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Old 02-09-10, 09:59 AM   #366
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*looks at Sasuke's avatar*

Hahahahahaha.
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Old 02-09-10, 11:52 PM   #367
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Oh wow... >>; 9 successes off a 10d10 roll xD *lucky*

Anyway, that's 1/2 I guess. >>; Maybeh.
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Old 02-10-10, 12:10 AM   #368
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Wow... 9 successes... I'll comment on the odds after this is over...

Ryoku, as a clarification for the rest of us, does Sasuke have a dice roll of 3+5+2=10? The number of successes would then be halved from the result of the dice roll from before. Or is it just simply a dice pool of 10/2 or 5?

And, is so-ri's method of counting the distance correct? There is an alternative way which counts the destination cost as opposed to the origin cost. The method presented below is the destination cost method.

First Dynamic Move
D18 -> D17 (5 m)
D17 -> D16 (5 m)
D15 -> D14 (15 m)

Second Dynamic Move
D14 -> D13 (5 m)

While I think so-ri's origin cost method is probably more realistic, it is important to establish which method is correct. so-ri is actually paying more for the movement using the origin cost method compared to the destination cost method.
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Old 02-10-10, 12:19 AM   #369
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yeah, this is actually why I chose to be so far away rather than close up - in your face.

Because obviously starting close or being close in general would have been a favourable position for me.

However, it would never get the movement dynamic across properly. I also thought that Sasuke wouldn't come close to me since he's trying to play keep-away. So I'd get to make the move into the water and through the forest.

This way I have moved through all 3 types of terrain presented basically. My only question left is will there be a 'deep water' terrain type? Because obviously I can wade through something up to maybe chest deep but beyond that I'd actually have to swim rather than walk or if that's not possible that terrain would be impassible unless someone uses a doton to make a dam of some sort.

How would the swimming dynamic work? Because;

1. You can swim faster than you can wade through water.
2. Swimming while carrying 'stuff' (armor, weapons etc.) is difficult to say the least.
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Old 02-10-10, 12:24 AM   #370
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Well if I stayed in the forest, we coulda just had a picnic by ourselves in the trees for a while lol. So I thought I'd push it lol. I wanna see how things roll anyways =3
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Old 02-10-10, 12:34 AM   #371
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Double Post:

[Kawarimi]This technique has an effectiveness of half of Manipulation + Dodge. During the last offensive action used against you, if you are being attacked by a physical attack and it's accuracy is less than or equal to your Physical Dodge plus the number of successes, move your character up to the range of this technique, with a minimum move of 5m. Afterwards, the attack that originally targeted you is dodged if your new position is outside of the area their technique was intended to affect. This applies even if the skill cannot be dodged. The user gets a 'Body Replacement - X' tag that increases by 1 with each use, reducing the effectiveness dice pool by X. Each level in this technique beyond the first increases its Range by 5m. The maximum level of this technique is 10.

My Manip and Dodge are; 3 and 5 respectively so 8 total. Specialties add in to the roll..so Im assuming its 10/2 so my roll is 5. And then I add the successes of that to my Phys. Dodge of 4..thats what Im assuming anyways. And to get that to match to 9, well thats difficult.

At least thats what Im assuming, regardless as I went to go look at the Kawarimi in the technique listing, I realized it had changed from 1 Sphere to 2 Spheres, and I hadnt charged my external chakra again to allow myself to even Kawarimi. If I had known these things before I posted, I would have definitely waited around in the forest a bit more. So Im taking a brutal hit of 8L+8B.

How am I reducing the damage for my armor? 2B/1L is it 7L and then 7B for damage? Or 7L/5B?

Also, it doesnt say in the Armory how durability is decreased for armor. In weapons it says that each strike/blow that the weapon lands takes off 1 durability.
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Old 02-10-10, 01:17 AM   #372
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Sasuke, did you know that you could use the Defense/Reaction Phase to move? so-ri's post is a good example of this - 1. he uses 4 of the 5 spheres he retained from not moving earlier to transverse the distance, 2. the sphere refresh phase restores the 4 spheres that he burned, 3. the offense phase is dealt with using 3 spheres and 4. he retains 2 spheres for defending in his next post.

As for the armor, so-ri did 8L and your Lethal Soak is 1L. You take 7L Damage and another 7B slides from this 7L. Durability reduces by 1 for each time it gets hit.
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Old 02-10-10, 01:21 AM   #373
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You can use personal chakra for Kawarimi (it cost what... 4 chakra?). Also, let it be known that "effectiveness" is the same as "accuracy" in that a roll needs to be done for them. It's just that saying a defensive or even non-combative technique has 'accuracy' sounded off. I may just put 'effectiveness/accuracy roll of xxx' to end that confusion.
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Old 02-10-10, 01:23 AM   #374
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I could have I suppose. But I was out of spheres (2 spheres vs the 1 sphere I had left), but now that I think about it while looking at the map, if we can move diagonally (I was at D,12 and would have moved to (E,11) then I'll just do that next time since I'm learning =3. For now though..We've all been moving left/right or up/down.

To Ryoku: In response to your text, the other question I had after asking about the personal chakra issue is this: "I didnt know we could use P chakra. I thought, due to the description and stuff that we were unable to really tap into that. Or was that just for example given normal people instead of shinobi-bound people?"
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Old 02-10-10, 09:28 AM   #375
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Moving and attacking diagonally was ruled out in the last fight. One piece of advice for Sasuke, try to maximize the number of actions that you do in the Reaction Phase. You get a Sphere Refresh directly afterward so why let it go to waste.

I think you can consider personal chakra as the amount you can retain in your body without it dissipating. External chakra is the amount you can hold on to for one post before it dissipates.

Quote:
Also, let it be known that "effectiveness" is the same as "accuracy" in that a roll needs to be done for them.
We know this but there are two ways to go about it much like the distance calculation process:

Manipulation + Dodge + Specialty = 10 in Sasuke's case.

First Method
1. Roll Y Dices
2. Get X Successes
3. Half the X Successes (round up or round down?) and Apply to Physical Dodge

Second Method
1. Roll Y/2 Dices (round up or round down?)
2. Get Z Successes
3. Apply Z to Physical Dodge

The first method is more favorable because the more dices, the more likely to get a 10 which would help considerably. And you haven't indicated which distance calculation method is correct.
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Old 02-10-10, 10:59 AM   #376
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Quote:
Originally Posted by sai View Post
Moving and attacking diagonally was ruled out in the last fight. One piece of advice for Sasuke, try to maximize the number of actions that you do in the Reaction Phase. You get a Sphere Refresh directly afterward so why let it go to waste.

I think you can consider personal chakra as the amount you can retain in your body without it dissipating. External chakra is the amount you can hold on to for one post before it dissipates.



We know this but there are two ways to go about it much like the distance calculation process:

Manipulation + Dodge + Specialty = 10 in Sasuke's case.

First Method
1. Roll Y Dices
2. Get X Successes
3. Half the X Successes (round up or round down?) and Apply to Physical Dodge

Second Method
1. Roll Y/2 Dices (round up or round down?)
2. Get Z Successes
3. Apply Z to Physical Dodge

The first method is more favorable because the more dices, the more likely to get a 10 which would help considerably. And you haven't indicated which distance calculation method is correct.

Maximize my actions in my reaction phase, because of the refresh afterwards. You're speaking of maximizing my defense phase because at the beginning of my Offense there is a sphere refresh, right? But the method should help when we figure out which one it is.
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Old 02-10-10, 11:39 AM   #377
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Personal chakra cannot be used by normals is pretty much all it means. It's the idea that people didn't know it was there because they couldn't easily tap into it.

Essentially it reads 'has a roll of half of x + y' which means that you're going to use half of the dice pool. It would specifically state the successes if the other were the case.
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Old 02-10-10, 11:40 AM   #378
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Quote:
Maximize my actions in my reaction phase, because of the refresh afterwards. You're speaking of maximizing my defense phase because at the beginning of my Offense there is a sphere refresh, right? But the method should help when we figure out which one it is.
Yeah. The advice is based on the observation that the last three posts from you had all the movements/actions done with the Offense phase. In case you missed it from the Combat page, all posts have a Reaction/Refresh/Offense structure. You can engage in the Reaction phase even if you are not under attack. Moves classified as Any Time work in both Reaction and Offense phases while those classified as Versatile incurs an additional 1 sphere cost in the Reaction phase. In the beginning, you should have made the movements with the Reaction phase, refreshed and then halt your movements in the Offense phase. This way you have a full 5 spheres to react to anything so-ri throws in your way. Although you had a good indication of where so-ri is, it's a bad habit to leave yourself exposed to attack while approaching him.

Quote:
Essentially it reads 'has a roll of half of x + y' which means that you're going to use half of the dice pool. It would specifically state the successes if the other were the case.
Round up or down? I think halving the successes would make dodging more feasible because it improves the odds of getting a 10.
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Old 02-10-10, 11:44 AM   #379
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Always round down unless it says round up.

EDIT: Kawarimi will be round up. I am editing it now. Most rules are supposed to favor defense over offense.
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Old 02-10-10, 11:47 AM   #380
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Ah, the reaction phase. I had put that in a different order when I was doing combat lol, it was perhaps because of the way I was reading the combat post since it goes like this in my eyes:

Defense:
Reaction Summary - RP Post
Reaction Detail - System Stuff
Offense:
Sphere Refresh - The..sphere refresh part.
Offense Summary - RP Post
Offense Detail - System Stuff
Roll Wrap-ups - Wrap ups for rolling.

In those regards, since I read it that way and thought it had a placement in order of operations for battle, I thought the reaction phase that you were speaking of was Defense only, thus why I have been conducting battle the way I have been..but with what you said, I can switch it up in the coming battles and do better hopefully.
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Old 02-10-10, 11:51 AM   #381
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Techniques have a timing descriptor that says 'Any Time/Versatile/XXX Only' which depicts which phase it can be used in, with Versatile meaning it gets +1 sphere for every 2 spheres it already uses (to a minimum of 1) when used during the defensive phase.
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Old 02-10-10, 11:58 AM   #382
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So half of Manip+Dodge, rounded up for my effectiveness roll. So 3 (Manip)+ 5 (Dodge) + 2 (Specialty) =10. 10/2 is 5 (rounded up), so Im doing a 5d10.hitsopen(6,10) roll for when I do Kawarimi, correct?
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Old 02-10-10, 12:05 PM   #383
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Quote:
In those regards, since I read it that way and thought it had a placement in order of operations for battle, I thought the reaction phase that you were speaking of was Defense only, thus why I have been conducting battle the way I have been..but with what you said, I can switch it up in the coming battles and do better hopefully.
I had the same thoughts when I started Noob Fight 1. If you read the first move (might have edited it out after clarifying with Ryoku), I had used the Move Dynamic Action in the Offense Phase. That basically caused me to throw away my first move advantage and left me with no spheres to react. If so-ri had attacked then, I would have been in a bad situation even with the katana.

Ryoku, what's the response to this:

Quote:
And, is so-ri's method of counting the distance correct? There is an alternative way which counts the destination cost as opposed to the origin cost. The method presented below is the destination cost method.

First Dynamic Move
D18 -> D17 (5 m)
D17 -> D16 (5 m)
D15 -> D14 (15 m)

Second Dynamic Move
D14 -> D13 (5 m)

While I think so-ri's origin cost method is probably more realistic, it is important to establish which method is correct. so-ri is actually paying more for the movement using the origin cost method compared to the destination cost method.
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Old 02-10-10, 12:25 PM   #384
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@Sauce: Yep.

@Sai: You pay for the destination. If you're moving to a grassland, you move 5m. If you're moving to a forest, then you pay 10m. The water is a bit off, because it should only take 5m to get into it, but further destinations cost +10m (moving into water isn't hard, but moving out of it is harder).
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Old 02-10-10, 12:57 PM   #385
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Sasuke, your specs going into the so-ri's next post is:

Stamina: 7B/7L/14A
Chakra: 11p/0e
Spheres: X X O O O

I assume you took the damage and then quick moved to the side before retreating backwards into the forest.
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Old 02-10-10, 01:58 PM   #386
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Quick move is just to make a 5m movement without spending 2 spheres to do so, and is not a defensive skill. For all the movement skills, they all apply after being attacked, something I have to edit into them. That was something I was wary of.
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Old 02-10-10, 02:06 PM   #387
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Nah, since we hadnt fully fixed the movement during defense thing (which Ryoku is in the process of fixing I assume) I was going to use it to get out of the way instead of dodging, which I was fairly sure wasnt going to work, but I wanted to point it out again, so Im taking the hit, and then retreating into the forest.

Post has been editted to show =3. Combat is fun. Also, have disengagement techniques been created?
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Old 02-10-10, 02:13 PM   #388
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Not yet, I'm sitting in a hallway waiting for class to start =p
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Old 02-10-10, 02:15 PM   #389
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Quote:
Techniques have a timing descriptor that says 'Any Time/Versatile/XXX Only' which depicts which phase it can be used in, with Versatile meaning it gets +1 sphere for every 2 spheres it already uses (to a minimum of 1) when used during the defensive phase.
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Both are 'Any Time' techniques so they can be used at the same cost in the Reaction Phase.
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Old 02-10-10, 02:41 PM   #390
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Yep. [/10char]
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Old 02-10-10, 02:43 PM   #391
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Combat seems confusing as hell, and painful o.x
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Old 02-10-10, 02:50 PM   #392
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Only if drawn out to be. It's pretty simple once you start doing it. Think of the SW stuff, it looks intimidating at first, but once you play with it, it's not bad at all.
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Old 02-10-10, 03:10 PM   #393
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Quote:
Originally Posted by Ryoku View Post
Yep. [/10char]
What are we yepping at? =3

Also, I hope your chinese test yesterday went well =3
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Old 02-10-10, 04:21 PM   #394
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Well at least the stuff I did on the sw was about like the old naruto rp, you get approximately 2 actions, expending focus where necessary. But if sai still wants to do another noobie fight I'm game, I need to test out how this stuff works.
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Old 02-10-10, 04:32 PM   #395
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This system is a bit more formalized compared to SWRP. You still get on average 5 spheres per post since whatever you have in your reaction phase is whatever you didn't use up in the previous offense phase. A lot more moves also. You'll understand it once you've done your first play test.

I'm still game for another noobie fight. I'd like to test some things...
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Old 02-10-10, 05:04 PM   #396
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I'll make a third test in that case.

Star Wars was always kinda fight-centered, but it was more the 'flowery' fights where it was just awesome how he was on the ground and rolling to avoid hits or how Yoda can do several flips in the air and whatnot that appealed to people. In Naruto, the cool part about fights is the techniques used, how they are employed (not just DBZ where this attack is going to hurt, no wait, this attack is BIGGER and will hurt MORE) strategically throughout the fight. That's why the sphere amount is bigger: it allows more techniques to be used and appeals to strategic use of attacks (all-in attacks are punishable by a solid defense and follow-up, while in the last system, all-in attacks were pretty much the norm if you could manage it, with defenses just being here and there if necessary).

EDIT: Forests are now considered 'out of plain sight.' Enjoy~
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Old 02-10-10, 06:02 PM   #397
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DP -

One thing that I did wrong last fight was not allowing so-ri- to try to disarm sai. In trying to ascertain what exactly Dynamic Actions did, I've determined that you can *try* (with an internal penalty based on how hard it is) to do just about anything that is physically possible.

Often, penalties will be -2 or greater based on how hard it would seem to do without any formal training or without using said training. That is the downside to using an untrained technique.
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Old 02-10-10, 06:08 PM   #398
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With that being said, could we become so proficient at certain dynamic actions that the inherant penalty lessens? And upon movement into forest, it becomes out of plain sight, but does that disengage combat? Or does it instead become a chase-type part of combat?
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Old 02-10-10, 06:12 PM   #399
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Proficiency with dynamic actions? No. It's not something that you've invested the time in learning, so even if you do it a few times, you've still never tried to make it better (hence why you don't have a technique instead).

Jumping into a forest does not disengage combat. I made the lowbie lexicon just for that purpose: to explain what these terms mean. Enjoy it, PM for further questions :3
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Old 02-10-10, 06:15 PM   #400
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awww. we cant leave questions in here like usual? Lol, alright, well I'll come back to this after dinner. See all you lovely people soon.
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