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Hidden 10 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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Yes to T1

Probably to gunfighters. Need more research as im not accustomed to guns, so i would wanna see how they work and the like. Like i told you, lol, Im primarily medieval fantasy orientated. Lol
Hidden 10 yrs ago Post by AlteredTundra
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If anything, stats and numbers only increase the skill required to defeat your opponent. All they do in most cases is define the framework that you have to use, thus restricting you to pre-specified capabilities and forcing your skill to play a larger role because you can't ad-lib things on the spot.


How do you figure? If one person has higher stats in, say, speed and reflexes, then they're automatically going to be able to counter a character whose stats suggest that their speed and reflexes are lower. Sure it might be useful to some. Hell, the reasons you stated are the exact reasons people like stats, but I personally feel it limits the writer creatively. Battles, to me, are best when they are decided by opportune moments rather than pretty-much-set-in-stone reactions. The notion of coming up with something to get oneself out of a sticky situation is the same rush of adrenaline one would get if they were doing some extreme sport.
Hidden 10 yrs ago Post by MelonHead
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MelonHead The Fighting Fruit

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Yes to T1

Probably to gunfighters. Need more research as im not accustomed to guns, so i would wanna see how they work and the like. Like i told you, lol, Im primarily medieval fantasy orientated. Lol


Honestly, I think that the most suitable restriction is on the fire rate of weapons.

Guns are fine, automatic weapons are not, when you have people with highly accurate and deadly automatic weapons it simply limits too greatly what other characters can be added.

If I host a tournament I'll be restricting technology past the renaissance era to better balance out firearms with other types of character.
Hidden 10 yrs ago Post by Rilla
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I don't think it is limiting per se, as far as stats, but it can be stifling a bit, in terms of 'Well, I see a dodge open here, but my character isn't fast enough to take it,' on the other hand, however, it forces the player to be creative when it comes to well, I can't take this route but i can with this one.

It's an approach I took with Bleach - Rising Stars, to keep people balanced, but also different. Had them using a combination of stuff. If you're better at swords then me, I'll lose in a straight up sword fight, but I may be able to outsmart you and get myself in a favorable position.

I prefer without stats, but at the same time, a lot of people don't really follow what they write about characters anyway. Particularly like defense and stuff.
Hidden 10 yrs ago 10 yrs ago Post by ImportantNobody
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The stats in my example are real life stats. I can only run a certain speed and lift a certain rate. However, I'm not garunteed to be punched repeatedly in the face without being able to block it because my opponent is faster. Of course getting a faster opponent would logically make it now difficult but not in any way set in stone. Not using stats as run speed would allow me to claim I can actually run faster then what I had originally had in mind, so it would indeed have more freedom that way but you still have tons of freedom even stating their max run speed.
Hidden 10 yrs ago Post by Schradinger
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I've personally fought a character with higher stats in speed, reflexes, strength, and overall power. The only stat I had an advantage in was durability, and yet I managed to win because I was the more skilled opponent.

Fighting someone with higher stats forces you to rely on your personal skill rather than who can be more creative at making stuff up. I've also fought writers who've used vagueness to their advantage by pulling out moves and powers that are technically allowed just because of a lack of detail in the CS, yet go completely against the prior intent of the character's powers.

To my mind, stats are more necessary for beginners so they can focus on building the skill required to avoid abusing the creativity that comes with statless characters.
Hidden 10 yrs ago Post by MelonHead
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To be fair, at some point in most fights there will be a situation where pure physical statistics will play a part.
Hidden 10 yrs ago Post by Schradinger
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To be fair, at some point in most fights there will be a situation where pure physical statistics will play a part.


Yup. They played a part in every post of the aforementioned fight when I was outmatched in stats. He was stronger, so I had to be more clever. He was faster, so I had to trap him into making mistakes. Every time his higher stats came into play (which was every post), I was forced to counter with my skill alone, since I couldn't overpower or out-speed him.
Hidden 10 yrs ago Post by Skallagrim
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I think everyone forgets the two fundamental rules of T1. 1- the equality of attacks. No attack is inherently greater than another. 2- there is no instant hit, all attacks must be written so an avoidance is possible based on prior posts/ environment. There is a reason T1 has been around and accepted for as long as it has by chatroom/ paragraph fighters.
Hidden 10 yrs ago Post by Rilla
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i think one thing we should discuss is how armor works in T1, both normal and metaphysical/magical, as a passive.
Hidden 10 yrs ago 10 yrs ago Post by Skallagrim
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What do you mean? Armor does not block everything.” Although passive armor will sometimes deflect blades, a hard swing of a battleaxe definitely will not be stopped completely by armor and result in some damage to the wearer. Magical/ tech armor with shields are treated in strength as an attack. It forces you to decided to prep an attack or armor. Like an attack once it is used to defend against an equal power attack, it begins anew as base armor.

***EDIT***

So Rilla want to start a storyline? I am willing to work one out with you that we fight out across the multiverse. It is possible I may work out storylines with others as well.
Hidden 10 yrs ago Post by Schradinger
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1- the equality of attacks. No attack is inherently greater than another.


This is the part of T1 that I haven't been able to understand yet. Getting shot by a .50 caliber pistol is always going to be more damaging than getting shot by a .22 in the same location. That's just how physics works.
Hidden 10 yrs ago Post by Skallagrim
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If we suspend logic that allows you to defy physics by casting a fireball out of your ass. . .all attacks must be assumed to be equal.
Hidden 10 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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What do you have in mind?

Also, I'm thinking at the same tier magic is treated as equal, as far as defense. However real world objectskeep their different damage capability. A shotgun to the arm will do more damage than a .22 to thsarm, I would assume.
Hidden 10 yrs ago Post by Skallagrim
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I was thinking we can blend your character history with the Dreamers and create a series of stories that delve into the backgrounds and further characters involved.
Hidden 10 yrs ago Post by Rilla
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The whole thing, or did you have a particular character set you wanted?
Hidden 10 yrs ago Post by Skallagrim
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It depends I suppose on how we want the story to develop. We can settle on central characters and focus on their story. I will use Skume and an additional cast depending on the story.
Hidden 10 yrs ago Post by Rilla
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I'll pick one here soon. Perhaps one I haven't developed yet. We can talk about potential stories, however.

At the moment, however, I wanna clear up some of my current bouts.

Hidden 10 yrs ago Post by Skallagrim
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Take your time, I am still fleshing out the entire story of Skume as he fits in the Eternal Dreamer mythos.
Hidden 10 yrs ago Post by Rilla
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I usually connect everything to Rilla, and his story. Everyone fits, in a sort of way. Family, or enemies, or something.
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