02-13-2014, 04:52 PM
I'm giving this its own topic since it's pretty significant.
The idea behind the proficiencies system is that some characters tend to focus on particular types of moves. Whether it's ranged, or shielding, or whatever. It makes sense that if you make similar moves, it shouldn't cost you as much. I decided to just make general proficiencies which you buy once, then you can buy as many moves of that type as you want.
Currently, the proficiencies are:
Physical Strength - 1000
Ranged Proficiency - 1000
Damage Over Time Proficiency - 600
Wide Proficiency - 1000
Remote Control Proficiency - 1200
Lock-On Proficiency - 1200
Debilitate Proficiency - 1400
Starting today, the proficiencies will be as such:
Physical Strength (unchanged)
Ranged Proficiency (unchanged)
And introducing ....
Some of the differences are fairly obvious. For example, Wide Proficiency has been split cleanly into Offensive and Defensive components at 600 and 400, respectively. The rest require a little explanation.
Buff is the only new proficiency. It's now required for buff-type moves. This doesn't affect anybody since we don't have many support characters. It's cheap since it's quite situational.
Debuff encompasses the old DoT and Debilitate proficiencies. However! It only counts for moves which linger after their use, as described. Before now there's been a bit of iffyness about what comes under Debilitate and what is simply grabbing and holding an opponent. Anything which is a manually-controllable construct that simply grabs and holds now comes under Remote Control, and simply requires a move for said appendage/construct. Elasticity and Physical Shapeshifting moves may well need the Remote Control Proficiency if they do this. Anything else comes under Debuff.
Homing is much as it was before the previous proficiencies rejig. It allows you to home in on stuff.
Previously, moves which materialised, for example, magical bindings at ranged would have required Lock-On. Now they only require Ranged Materialise which also counts for any move that summons something at range, such as a fireball below an opponent (this is what you'll need, Shang). However they must still be 'aimed'. But they can be combined with homing to make it the old Lock-On functionality (the price, in that case, is identical).
There is one additional major change linked to this, which is that Telekinesis now requires both Ranged, Ranged Materialise and Remote Control Proficiencies. The price will be drastically reduced though, likely to the same price as a move. This is because there's essentially a lot of weirdness with the similarity between it and visible constructs that do essentially the same thing as Telekinesis with the aforementioned proficiencies.
Why ze change?
The idea behind these changes is to make it easier to just focus on buying the actual proficiency you need. A good obvious example is the new wide proficiencies - if you're never going to use a wide shield, you don't need Area Shield Proficiency, just buy the Attack component. With proficiencies being split up and much cheaper, it's less of a drag to save up and buy a new one for a new move - you can buy 'em piecemeal.
Nobody should be really negatively affected by this, and several characters will now actually have some freed-up OM. Ganon is going to update this for me. Essentially if you don't need a proficiency for your current moves (ex: you previously had Wide but so far have only purchased attack moves) we'll assume you don't want unneeded proficiency, and give you the OM back. If you want both proficiencies, all you then have to do is repurchase it.
If you feel this change does change how you would've purchased proficiencies (for example, if Ranged Materialize now seems to suit your move ideas more than Remote Control) make your case here and I'll be happy to make any changes for you. I'm actually one of the very few folks I believe is affected by this - Samus's Block Beam now requires Ranged Materialize, which would force me to buy the new proficiency. What I'll be doing is just removing the ranged aspect from the move so she materializes them in front of her, until I purchase the new proficiency. Hopefully everyone's happy with these new changes and if not, I'll do my best to accommodate any changes you want made.
These will not be updated instantly, as I'm currently in the midst of completely updating the rules pages to a new format. These new pages will have the new proficiencies included.
The idea behind the proficiencies system is that some characters tend to focus on particular types of moves. Whether it's ranged, or shielding, or whatever. It makes sense that if you make similar moves, it shouldn't cost you as much. I decided to just make general proficiencies which you buy once, then you can buy as many moves of that type as you want.
Currently, the proficiencies are:
Physical Strength - 1000
Ranged Proficiency - 1000
Damage Over Time Proficiency - 600
Wide Proficiency - 1000
Remote Control Proficiency - 1200
Lock-On Proficiency - 1200
Debilitate Proficiency - 1400
Starting today, the proficiencies will be as such:
Physical Strength (unchanged)
Ranged Proficiency (unchanged)
And introducing ....
Quote:Area Attack Proficiency – 600
Allows you to create offensive moves with a wide area of effect, such an explosive that damages multiple enemies, or a beam wider than three feet in diameter (making it easier to catch a speedy opponent). While the strength of wider attacks are diluted, or requires more energy, they are very useful for dealing indiscriminate damage to a wider area.
Area Shield Proficiency – 400
Allows you to create defensive moves with a wide area of effect, such as a shield that covers your entire person, an entire group of people, or wider still. Of course, the wider the effect, the more diluted the power, but such moves are nonetheless extremely handy.
Ranged Materialize Proficiency – 600 (requires Ranged Proficiency)
Allows you to create things further than five feet from yourself. This might be a pillar of fire than erupts underneath an opponent, or a shield that can appear around one of your allies. While such moves are generally more difficult to perform at range, their usefulness cannot be denied.
Remote Control Proficiency – 600 (requires Ranged Proficiency)
Allows you to create moves which can be manually controlled further than five feet from yourself, such as a shifting wall of sand or flying disks of energy that obey your commands. While Ranged Materialize Proficiency is not essential for such moves, they go great together.
Homing Proficiency– 600
Allows you to create moves which remove the element of aim, homing in on allies or enemies automatically. While such moves are generally more difficult to perform, often requiring greater energy expenditure, it allows the user greater flexibility in strategy, especially against tricky foes.
Buff Proficiency – 400
Allows you to create moves which provide beneficial effects to allies at cost to yourself (usually time and/or energy). While this might seem pointless, pooling one’s powers can be a very effective strategy, especially against overwhelming foes.
Debuff Proficiency – 1000
Allows you to create moves which have a lingering detrimental effect against opponents. For example, an ice beam which slows or freezes enemies, or a flashbang grenade that blinds and deafens your opponents.
Some of the differences are fairly obvious. For example, Wide Proficiency has been split cleanly into Offensive and Defensive components at 600 and 400, respectively. The rest require a little explanation.
Buff is the only new proficiency. It's now required for buff-type moves. This doesn't affect anybody since we don't have many support characters. It's cheap since it's quite situational.
Debuff encompasses the old DoT and Debilitate proficiencies. However! It only counts for moves which linger after their use, as described. Before now there's been a bit of iffyness about what comes under Debilitate and what is simply grabbing and holding an opponent. Anything which is a manually-controllable construct that simply grabs and holds now comes under Remote Control, and simply requires a move for said appendage/construct. Elasticity and Physical Shapeshifting moves may well need the Remote Control Proficiency if they do this. Anything else comes under Debuff.
Homing is much as it was before the previous proficiencies rejig. It allows you to home in on stuff.
Previously, moves which materialised, for example, magical bindings at ranged would have required Lock-On. Now they only require Ranged Materialise which also counts for any move that summons something at range, such as a fireball below an opponent (this is what you'll need, Shang). However they must still be 'aimed'. But they can be combined with homing to make it the old Lock-On functionality (the price, in that case, is identical).
There is one additional major change linked to this, which is that Telekinesis now requires both Ranged, Ranged Materialise and Remote Control Proficiencies. The price will be drastically reduced though, likely to the same price as a move. This is because there's essentially a lot of weirdness with the similarity between it and visible constructs that do essentially the same thing as Telekinesis with the aforementioned proficiencies.
Why ze change?
The idea behind these changes is to make it easier to just focus on buying the actual proficiency you need. A good obvious example is the new wide proficiencies - if you're never going to use a wide shield, you don't need Area Shield Proficiency, just buy the Attack component. With proficiencies being split up and much cheaper, it's less of a drag to save up and buy a new one for a new move - you can buy 'em piecemeal.
Nobody should be really negatively affected by this, and several characters will now actually have some freed-up OM. Ganon is going to update this for me. Essentially if you don't need a proficiency for your current moves (ex: you previously had Wide but so far have only purchased attack moves) we'll assume you don't want unneeded proficiency, and give you the OM back. If you want both proficiencies, all you then have to do is repurchase it.
If you feel this change does change how you would've purchased proficiencies (for example, if Ranged Materialize now seems to suit your move ideas more than Remote Control) make your case here and I'll be happy to make any changes for you. I'm actually one of the very few folks I believe is affected by this - Samus's Block Beam now requires Ranged Materialize, which would force me to buy the new proficiency. What I'll be doing is just removing the ranged aspect from the move so she materializes them in front of her, until I purchase the new proficiency. Hopefully everyone's happy with these new changes and if not, I'll do my best to accommodate any changes you want made.
These will not be updated instantly, as I'm currently in the midst of completely updating the rules pages to a new format. These new pages will have the new proficiencies included.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!