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The problem is this
This all seems fine. I've been wondering more on the balance around how stats work. Specifically TEC and how it can be used offensively and defensively with telepathy and makes all stats better. I mean, all in all a character with 5 maxed TEC and other stats split between DEF and SPD always has the advantage over characters that choose to use ATK as their damage stat because of how stats work. This kind of thing would make more of a difference in DA style events that use stats more directly.
In the form of a suggestion, Telepathy based attacks shouldn't get to bypass defense or shouldn't get to deal damage. Having a single stat to do attack and one kind of defense that enhances your speed and physical defense.
In this the big suggestion would to have a fifth stat to take place of telepathic defense or offense but you know why that would do to the rest of the math.
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^
Now and forever, I will say: this is a writing RPG, not a videogame. There is no 'best spec', only what you find fun to write. Using your powers and moves creatively with the environment and against your opponent may earn you kudos with the judge, but trying to 'game' a win through perceived metagaming advantage will probably not please the judge. So, I wouldn't worry about it.
In general, telepathy is not a move that does damage to the body, and is best used to support one's "real" attacks.
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!
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But the rules govern how fights are roleplayed. In general means it can be done does it not? They don' have to be trying to game the system they can play as Mob from Mob Psycho who directly channels telepathic energy. It would rightly follow his canon to uses telepathy and telekinesis only to fight. But while Telekinesis follows ATK, a telepathic move that say causes your nerve cells to go haywire and cause your body to damage itself would follow TEC.
Your mind can do some pretty bad things to your body if you could push it to 11 with telepathy.
It should be governed like all other moves. Damage is ATK, TEC is, directly, debuffs.
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(11-09-2017, 10:35 PM)Desco Wrote: But while Telekinesis follows ATK, a telepathic move that say causes your nerve cells to go haywire and cause your body to damage itself would follow TEC.
Your mind can do some pretty bad things to your body if you could push it to 11 with telepathy.
It should be governed like all other moves. Damage is ATK, TEC is, directly, debuffs.
Just because you could do something like that in theory doesn't mean it's going to get past move approval. I think you're laboring under a misapprehension about how TEC and ATK interact and compare.
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11-09-2017, 10:52 PM
(This post was last modified: 11-09-2017, 10:59 PM by Omni.)
Quote:a telepathic move that say causes your nerve cells to go haywire and cause your body to damage itself would follow TEC.
No.
(11-09-2017, 10:35 PM)Desco Wrote: Damage is ATK, TEC is, directly, debuffs. Yes.
Quote:Will you continue this pointless discussion about an imagined overpowered move?
No.
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!
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11-09-2017, 10:58 PM
(This post was last modified: 11-09-2017, 11:00 PM by Oleander.)
I see Tec as a combination of Muscle Memory and Mental Willpower. Muscle memory does not let you hit harder, it lets you move with practiced accuracy. Mental Willpower does not let you fry someone's nerves, it lets you alter their thoughts... to an extent... because they have their own willpower too.
Edit: To elaborate on Omni's post, the nerve thing would still be based on Attack. XD You'd just bypass aim and Homing by having Telepathy - and even that I'm not sure would fly.
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[quote pid='119356' dateline='1510285952']
Quote:Will you continue this pointless discussion about an imagined overpowered move?
No.
[/quote]
Okay, so I'm under false assumptions that the rules say repeatedly Telepathy works as TEC and could be easily made for actual damage. I am not one for hints or subtlety, this is literally how I have read the rules. There is no mention of telepathic attacks working with ATK should they deal actual damage.
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To be fair, nowhere in Telepathy does it mention it can even be used for attacking "As is" all applications and "further via move" suggestions suggest more along the lines of debuff. The nerve attack mentioned before can easily be a homing attack with no ties to telepathy at all. I think as an attack it only aids in replacing the "homing" feature and adds a bit of flavor to "how" it happens.
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(11-10-2017, 01:11 AM)Desco Wrote: Okay, so I'm under false assumptions Yup, you are indeed.
(11-10-2017, 01:11 AM)Desco Wrote: the rules say repeatedly Telepathy works as TEC and could be easily made for actual damage. Nope, they definitely don't.
Nowhere in the Power description for Telepathy is the word 'damage' even used.
It doesn't say you can't have a move that would... give someone a headache, or something... but it certainly doesn't say anything to give the impression that such a move would rely on TEC rather than ATK...
You could claim that TEC would contribute to landing such an attack by bypassing mental defences, in the same way it normally would to bypass physical defences by aiming properly... but even that might be a stretch. Like Gunther says, you may still need Homing.
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Quote:There is no mention of telepathic attacks working with ATK should they deal actual damage.
Yes there is. Right where it says ATK effects how damaging your attacks are on the stats page. ATK is always the damage stat.
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Might it be worth having references for aspects of moves as well as the moves themselves? I'm thinking things like projectile speed (a bullet is fast, a thrown object is medium, the average person jogging is slow, or something like that) charge-up time or duration.
I say this because projectile speeds have bogged me down when coming up with moves before and made me less motivated to keep making them, where I might know I want a move with say a 'slow' projectile but know how best to demonstrate that. I also think there are cases where problems arise from people having different reference points for time, i.e. some shows make it seem reasonable to have an attack which needs a minute to charge up, while I think of either D&D (where a full combat round is six in-game seconds, and most combat is over by the time 30 in-game seconds have passed) or MOBAs where a 2 second stun sounds short until you're hit by it in a teamfight when it feels like an eternity.
It wouldn't necessarily have to be super precise, the thought was more to give a general reference to help people when they're building moves, particularly if they don't have a bunch under their belt.
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From the writing moves checklist:
Once activated, how fast does it travel? Required for original attacks and spells, but not for bullets and arrows unless they are different from the assumed speed. Examples: "Moves slowly at about five feet per second." "Moves about as fast as a thrown tennis ball." "Moves as fast as an arrow." "Moves as fast as a bullet."
?
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!
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Alright, so that's at least partly my bad for not noticing that. It didn't look like the set of ranges at a glance, (i.e. a fast move would be X, and moderate move would be Y, a slow move would be Z) but maybe that's my fault for not looking closely enough at it.
The only thing that really seems to be missing there is range, which both times only describes what happens to moves at 10m. However if the assumption is that projectiles continue until they hit something unless otherwise stated, maybe ranges aren't that important.
(I also noticed that for projectile speeds, the 'slow' example is given in meters per second, while the rest use qualitative examples, though maybe that's too much of a nitpick.)
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Perhaps this is a bit of topic necromancy considering there was a thread and everything about it like five months ago. But I'd like to toss in some thoughts/suggestions regarding quests.
I like that quests don't give a flat amount of OM and that the payout is tied in with the quality of writing, and I understand the reasoning behind the change. That said I do miss having that extra incentive to do a quest rather than slapping together my own storyline, especially considering I can submit non-quest storylines for the same rewards. I remember some quests used to offer unique consumables in lieu of a flat OM reward. I really enjoyed this because it gave my characters something that no one else had without it being a full blown artefact. For instance Renji earned a Moogle Food Pill that gave him +2 ATK for an entire fight. Simple, sweet, not too strong, and something that only he had because he completed a quest for Ambrosia. In another instance Strazio and Gamzee earned a couple of standard elixers for saving a potion maker's son. Of course we could have bought the elixers ourselves and still acted as if the potion-maker had given us a reward, but again it felt like a nice little pat on the back for completing a quest and impacting the Overse slightly. I think it also adds a bit of depth to the world, not everyone would be able to pay a prime with om and some have unique skills that allow them to pay primes in other ways.
I know flavor items as rewards exist, but I also think those could be taken a step further. Perhaps have them as a pre-made move that the character could earn without having to pay 300 OM to fashion a flavor item into an actual move?
Would it be possible to add back some unique rewards like that? Of course not every quest should offer any additional reward beyond pats on the back and those that do offer rewards would offer ones relative to their difficulty. Perhaps some could even have scaling rewards, only offering the additional rewards depending on exceptional grades?
Here are some ideas that I've brainstormed.
[spoiler] - Stronger Food Pills
- Flavor items that are moves (This one could be really versatile, and could be more than just fancy swords and shields. Perhaps you earn a magic tattoo that lets you cast fireball or something like that.)
- Consumables that summon an assist for one round. (Maybe saibamen seeds or something like that.)
- Consumables that cast a super move. (These would probably be rare as hell and only exist in the tougher quests)
- Flavor items that are power-ups or alternate forms (You'd still pay SP, but maybe a curse mark that turns you into a werewolf?)
- Alternatively consumables that act as a one-round power-up. (Adrenaline shot or other drugs)
[/spoiler]
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My suggestion would be to add a rule relating to the use of moves on the Wiki, some sort of permission system, or something in case people genuinely cannot think of moves, they could use those, but rewritten to fit their character by them. It is just a suggestion I am making for members in the future, as some of the moves are pretty generic on the Wiki. What do you all say about that suggestion to the rules?
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I’m a big fan of the improved quest rewards idea. But then again, I was a fan of the more flat OM rewards (I imagined quests like it would be in a more traditional RPG, whereas personal storylines were like grinding monsters or whatever)
As for Warren, I believe your issue falls under the “common sense” rule. In this particular example, I was peeved that you copied my move nearly word-for-word. What you should have done is message me and ask if it was okay to use my move. I can’t really say no, and one could (disrespectfully) copy everyone’s Moves, but the point is that this is a community and you should respect our feelings as much as we try to respect yours. How would you feel if someone just took one of your ideas with no warning or anything?
The other issue (how would you know about Marvel Thor’s Mjolnir) is already tackled in the rules, I believe.
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@Warren: Besides the "common sense" aspect, on the Wiki you can see exactly who's move it was. Just PM them and ask if you can use it - or maybe even just send them a copy of your "version" of their move, asking if you can use it. It never hurts to ask, and I think you always should. The only exception might be if someone was dropping a character or leaving the OV and left a note saying "go ahead and use my moves" or something like that.
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I do have a suggestion about the rules. A way to bypass the 40,000 OM. If you have over half of that, and you donate say 30 Dollars, or something to the site, it should allow you to make it earlier. That's a fit of feed back on the Character Rules, if any of you care to accept my feedback on such. If not, that's okay too.
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@Matt: I think, given your rate of switching, considering a third character now is a bad idea. But, maybe these characters are 'the ones'. If so, prove everyone wrong and earn the 40k OM. That number is there to make sure someone is confident with the first two characters they had - and will be able to maintain three. I'm sure you'll remember, the requirements used to be even higher - it's very unlikely that they'll be dropped further. If such an option for donations did exist, I'd suggest you keep your current characters for at least another six months before considering it.
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1) kinda seems like this suggestion is 100% for your benefit.
2) 20k between two characters (when you start with 13k when you unlock the second one anyway) might be a bit cheap. At the point, you've barely done anything with the dudes you already got.
3) we have a "donate to lower level requirement" option already. I could see a "donate to lower OM requirement by 10k" option going through, but halving it? Kinda seems like a bit much.
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