Post by Official on Feb 14, 2012 2:08:57 GMT -5
F i g h t i n g | R u b r i c
There can also be a 0 score given for some cases, if there were good and poor points to it.
[Realism]
+1 | Attack, Defense, Injury, Experience
-1 | Adrenaline, Attack, Defense, Injury
-2 | Godmoding, Powerplaying
[Prose]
+1,2 | Easy Read, Emotion, Flow
-1,2 | Easy Read, Emotion, Flow
[Bonus] counted once for whole fight
+1 | Health, Magic/Dragon
+1,2 | Breed, Terrain
-1 | Magic/Dragon
[Injuries] counted once for whole fight, -10 maximum
-1 | excessive bleeding, ending the fight not standing
-2 | broken bone, injured organ
-3 | passing out briefly during the fight
Automatic Forfeit | passing out at the end, dying, more than -10 points
[Creativity] counted once for whole fight, +4 maximum
+1,2 | Attack, Defense, Sentence, Style
F i g h t i n g | R u b r i c
[Realism]
+1 | Attack, Defense, Injury, Experience
Attack: An attack needs to be probable and plausible and should state what attacked where.
Defense: A defense should either take proper injury, or have a plausible evasion, or a plausible change to the targeted area.
Injury: When an injury is taken it should mention the location, severity and sensation. Ideally it will also include how that injury affects the body throughout the fight.
Experience: When a previous experience from a different Isilme fight is mentioned that corresponds to the current one.
-1 | Attack, Defense, Injury, Adrenaline
Attack: When an attack is not plausible either in physics, believability or the situation of the fighters bodies.
Defense: When proper injury is not taken, or if injuries are always shallow or weak, or if the evasion was not possible.
Injury: When an injury taken isn't mentioned regarding location, severity or sensation. When an injury doesn't hinder the fighter.
Adrenaline: Adrenaline is not an excuse for everything. It can be used in limitations but it does not create a super horse with excess energy and high tolerance for pain.
-2 | Godmoding, Powerplaying
Godmoding: When surroundings are controlled to aid the fighter. i.e. a pack of wolves comes in to bite the opponent.
Powerplaying: When the other fighter's character's actions or reactions are controlled. i.e. the attack did bone crushing damage - though the opponent hasn't yet replied to the attack indicating crushed bones.
[Prose]
+1,2 | Easy Read, Emotion, Flow
Easy read: The post was easily understood and concise, lacking fluff or confusion.
Emotion: There was more to the post than simple attacks and defenses, there was emotion and feeling from the character, motive or strategy.
Flow: The post has good transitions and was well written.
-1,2 | Easy Read, Emotion, Flow
Easy read: The post was confusing, had typos or otherwise poor grammar.
Emotion: The post was very dry, seemed rush or lacked any feeling
Flow: The writing seemed choppy or poorly structured, the writing contained a lot of unnecessary fluff or words.
[Bonus] counted once for whole fight
+1 | Health, Magic/Dragon
Health: The least damaged horse at the end of the fight.
Magic/Dragon: Using Magic and/or Dragon in battle - only given if the magic is strong to the opponent's element [light]dark]earth]wind]water]fire]light]. If the characters have double elements with advantages and disadvantages equally, there is no point. Dragons count as wind/fire depending on what attacks are used.
+1,2 | Breed, Surroundings
Breed: Realistically described effects of the fighter's breed throughout the fight, including advantages or disadvantages to the opponent's breed [height, weight, speed, strength, agility, species]. 2 points for mention of how the differences or similarities are effecting the fighter, 1 point for just noticing them.
Surroundings: Mention of the surrounding area and weather and how it corresponds to the fight. 2 points for mention of how these surroundings or weather effect the fighter's choices or responses, 1 point for just noticing them.
-1| Magic/Dragon
Magic/Dragon: When the maximum of 2 uses for dragon and magic is exceeded.
[Injuries]-10 total, counted once for whole fight
-1 | excessive bleeding, ending the fight not standing
Excessive bleeding: A wound that bleeds too much could lead to blacking out or even death. Hooves and horse teeth generally do not cause heavy bleeding, although lower legs and the head are more likely to bleed more.
Ending the fight not standing: Failure to stand at any point in a fight, but especially the end, is a display of weakness and in the wild typically a defeat.
-2 | broken bone, injured organ
Broken Bone: Survival of broken bones are slim, so it's best to be avoided. Broken bones also hinder many options when fighting, heavily reducing chances to win. Fractures or even bruised bones are better choices. Avoid broken legs, ribs or joints. The hip and shoulder are very strong, and should really never be broken.
Injured Organ: No organ is an ideal choice to wound, especially as an injured organ only causes a downward spiral of bad things to happen. Death is likely eventual.
-3 | passing out briefly during the fight
Passing out briefly during the fight: Passing out, like falling, is a show of weakness. If it must occur, do it quickly and wake up rather than letting it occur at the fight end. The reason being that passing out and waking up at least means you can continue fighting, but to occur at the end means you are unable to continue and automatically forfeit [like boxing].
Automatic Forfeit | passing out at the end, dying
Passing out at the end: Passing out at the end of the fight is a display of weakness, and a sign that the fighter cannot continue which signifies the opponent was so victorious there's no need to even be judged.
Dying: Self explanatory? Typically deaths are planned beforehand when they occur in a fight.
More than -10 points here: If a character ends up with more than -10 in this section, it means the wounds were so bad that the character cannot continue and has lost regardless, likely due to inevitable death.
[Creativity] +4 total, counted once for whole fight
+1,2 | Attack, Defense, Sentence, Style
Attack: An unusual, unique attack.
Defense: An unusual, interesting dodge.
Sentence: Sentence was unique, astute, mind-blowing, memorable.
Style: Character proves to have a certain style unique to them, originality.
- Each fighter starts with 50 points and over the course of the fight has points added or subtracted.
- Some points are added/subtracted per post, and some only considered at the end of the entire fight [Health, Magic/Dragons, Breed/Terrain...]
- All verdicts are final, but fighters are welcome to ask questions or ask for more clarification on parts of the judging.
- If the judgment had fighters close in score, they can ask for a review of the judging [provided with valid points of concern in the score or incorrect judging].
- If a verdict was difficult to place, judges are asked to get input from other judges, but otherwise only one person judges each fight for the sake of time. The rubric is extensive enough to ensure the judge using it will be thorough and points well placed.
- Any displays of bad sportsmanship over a verdict will be removed from the forum and warnings will be given by an admin. State your mind, but do so constructively and politely.
- There must be 2 posts minimum [per player] to receive a judging granting VP.
- Since the first post in a fight is only attacks, the fighter that attacks first is granted an extra post at the end, called a closing defense, so they can respond to the last post of attacks and get scored on the defense. This ensures the scoring is equalized regardless which player attacks first.
- There are 4 posts minimum [per player] in official challenges or invasions. Fighters are permitted to use whatever buffs, magic or battle items they have at their disposal. 48 hour wait time between posts before an automatic forfeit, unless the present fighter is willing to wait, or would like an incomplete judging [each fighter must have posted twice to do an incomplete judging].
- The details of spars are decided upon by the involved fighters and have no real regulations.
- The first post should detail the rules [if a spar and therefore abnormal rules], weather, and purpose of the fight.
- Each fight post must not exceed 800 words and should label which number of post it is out of total number of posts [1/2].
- There is no attack or dodge limit, but excessive attacking and dodging will result in subtracted points.
- An admin will post with the Official account and give the verdict at the end of the fight with the rubric as proof. For each point added or subtracted there must be a reason given [though it does not have to be detailed]. There is one judge per fight unless a group vote is requested or needed.
- Admins can wait to begin judging a fight until the entire fight is over, or begin to judge each post as it comes. Either way the verdict, completed rubric and score are not given until the fight is over. If judging a fight while it's being completed, be sure to inform fellow admins on the Admin Board.
- An admin cannot help a fighter during their fight, but advice can always be asked for after or before fights.
[/u]
Challenger - 50
Defender - 50
[/blockquote]
[/div]
[/td]
[/tr]
[tr][td][cs=2]
[/td][/tr]
[/table]
[/center]
There can also be a 0 score given for some cases, if there were good and poor points to it.
[Realism]
+1 | Attack, Defense, Injury, Experience
-1 | Adrenaline, Attack, Defense, Injury
-2 | Godmoding, Powerplaying
[Prose]
+1,2 | Easy Read, Emotion, Flow
-1,2 | Easy Read, Emotion, Flow
[Bonus] counted once for whole fight
+1 | Health, Magic/Dragon
+1,2 | Breed, Terrain
-1 | Magic/Dragon
[Injuries] counted once for whole fight, -10 maximum
-1 | excessive bleeding, ending the fight not standing
-2 | broken bone, injured organ
-3 | passing out briefly during the fight
Automatic Forfeit | passing out at the end, dying, more than -10 points
[Creativity] counted once for whole fight, +4 maximum
+1,2 | Attack, Defense, Sentence, Style
F i g h t i n g | R u b r i c
[Realism]
+1 | Attack, Defense, Injury, Experience
Attack: An attack needs to be probable and plausible and should state what attacked where.
Defense: A defense should either take proper injury, or have a plausible evasion, or a plausible change to the targeted area.
Injury: When an injury is taken it should mention the location, severity and sensation. Ideally it will also include how that injury affects the body throughout the fight.
Experience: When a previous experience from a different Isilme fight is mentioned that corresponds to the current one.
-1 | Attack, Defense, Injury, Adrenaline
Attack: When an attack is not plausible either in physics, believability or the situation of the fighters bodies.
Defense: When proper injury is not taken, or if injuries are always shallow or weak, or if the evasion was not possible.
Injury: When an injury taken isn't mentioned regarding location, severity or sensation. When an injury doesn't hinder the fighter.
Adrenaline: Adrenaline is not an excuse for everything. It can be used in limitations but it does not create a super horse with excess energy and high tolerance for pain.
-2 | Godmoding, Powerplaying
Godmoding: When surroundings are controlled to aid the fighter. i.e. a pack of wolves comes in to bite the opponent.
Powerplaying: When the other fighter's character's actions or reactions are controlled. i.e. the attack did bone crushing damage - though the opponent hasn't yet replied to the attack indicating crushed bones.
[Prose]
+1,2 | Easy Read, Emotion, Flow
Easy read: The post was easily understood and concise, lacking fluff or confusion.
Emotion: There was more to the post than simple attacks and defenses, there was emotion and feeling from the character, motive or strategy.
Flow: The post has good transitions and was well written.
-1,2 | Easy Read, Emotion, Flow
Easy read: The post was confusing, had typos or otherwise poor grammar.
Emotion: The post was very dry, seemed rush or lacked any feeling
Flow: The writing seemed choppy or poorly structured, the writing contained a lot of unnecessary fluff or words.
[Bonus] counted once for whole fight
+1 | Health, Magic/Dragon
Health: The least damaged horse at the end of the fight.
Magic/Dragon: Using Magic and/or Dragon in battle - only given if the magic is strong to the opponent's element [light]dark]earth]wind]water]fire]light]. If the characters have double elements with advantages and disadvantages equally, there is no point. Dragons count as wind/fire depending on what attacks are used.
+1,2 | Breed, Surroundings
Breed: Realistically described effects of the fighter's breed throughout the fight, including advantages or disadvantages to the opponent's breed [height, weight, speed, strength, agility, species]. 2 points for mention of how the differences or similarities are effecting the fighter, 1 point for just noticing them.
Surroundings: Mention of the surrounding area and weather and how it corresponds to the fight. 2 points for mention of how these surroundings or weather effect the fighter's choices or responses, 1 point for just noticing them.
-1| Magic/Dragon
Magic/Dragon: When the maximum of 2 uses for dragon and magic is exceeded.
[Injuries]-10 total, counted once for whole fight
-1 | excessive bleeding, ending the fight not standing
Excessive bleeding: A wound that bleeds too much could lead to blacking out or even death. Hooves and horse teeth generally do not cause heavy bleeding, although lower legs and the head are more likely to bleed more.
Ending the fight not standing: Failure to stand at any point in a fight, but especially the end, is a display of weakness and in the wild typically a defeat.
-2 | broken bone, injured organ
Broken Bone: Survival of broken bones are slim, so it's best to be avoided. Broken bones also hinder many options when fighting, heavily reducing chances to win. Fractures or even bruised bones are better choices. Avoid broken legs, ribs or joints. The hip and shoulder are very strong, and should really never be broken.
Injured Organ: No organ is an ideal choice to wound, especially as an injured organ only causes a downward spiral of bad things to happen. Death is likely eventual.
-3 | passing out briefly during the fight
Passing out briefly during the fight: Passing out, like falling, is a show of weakness. If it must occur, do it quickly and wake up rather than letting it occur at the fight end. The reason being that passing out and waking up at least means you can continue fighting, but to occur at the end means you are unable to continue and automatically forfeit [like boxing].
Automatic Forfeit | passing out at the end, dying
Passing out at the end: Passing out at the end of the fight is a display of weakness, and a sign that the fighter cannot continue which signifies the opponent was so victorious there's no need to even be judged.
Dying: Self explanatory? Typically deaths are planned beforehand when they occur in a fight.
More than -10 points here: If a character ends up with more than -10 in this section, it means the wounds were so bad that the character cannot continue and has lost regardless, likely due to inevitable death.
[Creativity] +4 total, counted once for whole fight
+1,2 | Attack, Defense, Sentence, Style
Attack: An unusual, unique attack.
Defense: An unusual, interesting dodge.
Sentence: Sentence was unique, astute, mind-blowing, memorable.
Style: Character proves to have a certain style unique to them, originality.
- Each fighter starts with 50 points and over the course of the fight has points added or subtracted.
- Some points are added/subtracted per post, and some only considered at the end of the entire fight [Health, Magic/Dragons, Breed/Terrain...]
- All verdicts are final, but fighters are welcome to ask questions or ask for more clarification on parts of the judging.
- If the judgment had fighters close in score, they can ask for a review of the judging [provided with valid points of concern in the score or incorrect judging].
- If a verdict was difficult to place, judges are asked to get input from other judges, but otherwise only one person judges each fight for the sake of time. The rubric is extensive enough to ensure the judge using it will be thorough and points well placed.
- Any displays of bad sportsmanship over a verdict will be removed from the forum and warnings will be given by an admin. State your mind, but do so constructively and politely.
- There must be 2 posts minimum [per player] to receive a judging granting VP.
- Since the first post in a fight is only attacks, the fighter that attacks first is granted an extra post at the end, called a closing defense, so they can respond to the last post of attacks and get scored on the defense. This ensures the scoring is equalized regardless which player attacks first.
- There are 4 posts minimum [per player] in official challenges or invasions. Fighters are permitted to use whatever buffs, magic or battle items they have at their disposal. 48 hour wait time between posts before an automatic forfeit, unless the present fighter is willing to wait, or would like an incomplete judging [each fighter must have posted twice to do an incomplete judging].
- The details of spars are decided upon by the involved fighters and have no real regulations.
- The first post should detail the rules [if a spar and therefore abnormal rules], weather, and purpose of the fight.
- Each fight post must not exceed 800 words and should label which number of post it is out of total number of posts [1/2].
- There is no attack or dodge limit, but excessive attacking and dodging will result in subtracted points.
- An admin will post with the Official account and give the verdict at the end of the fight with the rubric as proof. For each point added or subtracted there must be a reason given [though it does not have to be detailed]. There is one judge per fight unless a group vote is requested or needed.
- Admins can wait to begin judging a fight until the entire fight is over, or begin to judge each post as it comes. Either way the verdict, completed rubric and score are not given until the fight is over. If judging a fight while it's being completed, be sure to inform fellow admins on the Admin Board.
- An admin cannot help a fighter during their fight, but advice can always be asked for after or before fights.
[atrb=border,0,true][atrb=cellSpacing,0,true][atrb=cellPadding,0,true][atrb=style, background-color: #313838;,true][cs=2] [/style][style=font-family: arial narrow; font-size: 9px; letter-spacing: 1px; text-align:justify; width: 500px; line-height: 8px; color: #dba753;] |
[atrb=width,500]
|
Challenger - 50
Defender - 50
[/blockquote]
[/div]
[/td]
[/tr]
[tr][td][cs=2]
[/table]
[/center]