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SURVEY QUESTION: MOVES!
That's been a problem since the dawn of time. Frankly the best thing we can do about that is to enshrine some sort of "good faith" policy into the rules for getting moves approved. It sort of goes without saying but we've never said it publicly. Ie don't take metagaming to an extreme. That brings up the question of "where do you draw the line", because we are a GAME ... it's difficult.

As far as the moves cap, bear in mind that the vast majority of members would be unaffected by it. We're talking 1000 OM per level. I looked at the roster before suggesting it and just about the only person who would be affected is Ebony.

I think the idea of having template moves is a good one. A moves wiki of sorts. Get your basics: beams, grappling hooks, guns, etcetera. Make a database of about 25 basic moves to start with and then just add every approved move.
Maybe, Sasuke. But Illusion is very vague by itself. It might not matter mechanically, but some rough basis or examples of what it might look like is always helpful. I'd also suggest there's probably some sorts of illusions Sasuke might steer away from. And others he might have a preference for. Or maybe not.

You are given a lot of freedom. The illusion doesn't matter mechanically, as you said. But some vague suggestions of what it might look like are always helpful and should probably be added. That doesn't mean you can only make the illusions look like those things.

What does it look like? What does it feel like to be hit/effected by it? Etc.

That is one of the bullet points in the list of "stuff you should add". Albeit I probably mistyped it somehow. I never tended to ask it for basic things - even if it wasn't 100% obvious, but I'd wager something that influences someone's mental state or actually tricks someone should probably have some rough suggestions/description.

At the end of the day, if someone doesn't know how to write your move against their character, they just won't write it in their posts. Or they'll ask you about it if they have the time.
(07-14-2018, 01:47 PM)Greg Wrote: I think the idea of having template moves is a good one. A moves wiki of sorts. Get your basics: beams, grappling hooks, guns, etcetera. Make a database of about 25 basic moves to start with and then just add every approved move.

I have the same worries as Sage about the moves cap (though I personally am certainly not one of those in danger of exceeding that limit)...

This idea about making a moves list and adding every approved Move is something I support wholeheartedly.
In addition to saving staff time, it would also stop arguments about copying other people's Moves. If this was implemented then it'd obviously remove the need to ask permission before buying a copy of someone else's Move for your own character.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
Iunno about every move. I think that'd make it cluttered. What'd be best is a selection of most types of moves.

We do sorta have the wiki page Vision was working on for a move database type thing, though.
I've got a basic move template that id offer as a way of providing as much info regarding moves as possible without over complicating them.

Soon as I'm home I'll post it
There are a lot of things in this game that are a bit too complex for what it is, but sadly, I cannot offer alternatives at this time. My main goal is just to write, really, and has always been since I've been a part of this community (including chubbs days). I don't really care much for stats or how 'realistic' something would be. My main concerns are a) writing a good character b)giving my characters strengths and flaws that make them interesting c) writing a good story. I could honestly care less about what number such and such stat is. I feel that there is a lot of limits here that kind of hold me back from writing something that develops my character how I would like because it is hard to gauge what a said stat translates into storywise. For moves, it's also difficult for me to create something that would make sense for my character but also fit in with whatever rubric you guys use. I'm not looking for criticism on this, just giving my opinion. In short, I value what makes a good story rather than relying on mechanics that should really belong in a more visual game (ie. a video game).
[Image: visig2018.png]
(07-14-2018, 03:16 PM)Violet Wrote: I feel that there is a lot of limits here that kind of hold me back from writing something that develops my character how I would like because it is hard to gauge what a said stat translates into storywise.

The stat system is intended to provide everyone with an even playing field, even if the setting their characters come from would normally give a tremendous advantage to one person... this site would be much worse if we abolished stats, IMO.

That said, I kind of agree with the statement about it being hard to judge what exactly certain stats are able to do. I feel like the stats between 5 and 10* really need descriptions added, since it's easy to reach those numbers with power-ups... and also, ATK should probably have two descriptions per level, since the power of the average melee attack is obviously going to always be substantially greater than that of the average ranged attack, due to the drawback of having to be right beside your opponent in order to actually do anything (also, it's possible to unload a full clip of bullets much faster than you could swing a sword several times, so slower attack speed is another drawback that physical attacks usually have).

*Except for SPD... SPD is a simple measurement in mph, so it's already clear what it does. Complex details aren't really needed.

Lastly, I think it would help people write moves (and judges decide whether the rules are being followed in fights) more easily if we had an actual comment in the rules on how much of a benefit you can expect when charging up a move to increase its power.
For example: "Standing still and charging a move for [X] seconds makes that move as powerful as the uncharged move of someone with ATK one point higher than your character's."

The more guidelines like that which we put in place in the rules themselves, the less detail people will be required to include when submitting moves for approval.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
Move template: V1

Move name:
Cost:
Proficiency required:
Fluff: (details regarding the move, what it is)

Technical specs overview
Damage: X/10 (the damage dealt by move upon hit.
Damage type: (melee, kinetic projectile, magic)
Time to use: (how long it takes to charge, load, channel, or draw.)
Dominant stat: (what stat dictates the effectiveness of this move and why)
Stamina cost: X/10 (or equivalent "Cost")
Range: (long, medium , short ranged, melee range.)
Additional effects: (Buff's, debuff's ect)
Additional Restrictions: (Max number of times able to be used, Clip size.)


i know its alot of changes to the current system but writing moves up like this would provide all the information at a glance and make it easier on the admins and mods as well as judges in fights.
Moves never do a solid about of damage. That's a big no-no. For a couple of reasons:
>It varies based on stats.
>It varies based on how it hits. It could be a glancing blow.
>Guaranteed damage doesn't really exist. People can win fights based on writing even if their opponent wrote them taking the equivalent of 20+ points of damage.

I also find it odd that your template asks for specific detail about fatigue when it's definitely not something that can be defined like that.

Secondly, regarding templates, and I know I'm not staff right now but Alex definitely shared this opinion (and I'm sure Greg and many members do as well): they will always be optional. The idea of forcing people to write a move a specific way is a fairly solid 'nope'. By all means, use a template for your own moves, and offer ones for others to use if you think it might help them. But templates will always remain an aiding resource, rather than a requirement.

Lastly, while potentially useful for writing moves - even if it's not spot on (you may wish to go through the moves checklist thing in the rules), I think your template leaves too much up for the writer, so anything made from it would need human approval.

One of the purposes of the template idea I proposed (stemming from Luci, because she came up with it) would be to allow someone to make a move quickly and easily, *without* needing to go through approval. Say someone gets a generic automatic gun move. They can just fill out the clip size, fire rate, and rough reload time themselves without needing a tick from a staffer. And obviously add some little extra fluff for the appearance. With recoil and range being optional additions. As well as limited ammo. That's the "ideal". Presumably, they'd be allowed to rephrase it on their roster, providing the form was filled out in their logs. Naturally, if they want the ammo to set people on fire, that would need to go through approval.


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