You're right that we don't get to decide how helpful we've been, but when you're reiterating points we've already rebuked like days ago, we do have a right to just say you're being either deliberately obstinate, or you're just not reading the responses.
'I don't want to change my character's power set blah blah'
Don't, then. But having a character clinically unable to power up an ability is a disadvantage in this system, it means your spells will only ever equate to a single prep, because apparently that's all you put into them. That being said, I doubt Divinity would mind if you were allowed to place multiple prepped runes over consecutive turns to compensate for this. As long as you weren't placing more than one 'prepped' (IN THE GAME MECHANIC FUNCTIONAL SENSE, TO REITERATE) rune down a turn. For example, you place down a fire rune in your first turn, it matures at the end of your turn if Divinity takes no infering action, next turn you place an ice rune next to it, it matures at the end of your turn if Divinity takes no time to activate it. Third turn you have two single prep spells on the field, you could add another or you could activate them. (You can't prep in a turn where you unleash a prepped attack, as far as I'm aware, though Divinity may be willing to compromise on this as well, as runes are a unique power-set.)
'Prepping only works OOC lolol I'm drunk'
That's not what anyone has said. I said that the prep mechanic is a game mechanic that transcends IC logic, you can do pretty much any fluff action IC that vaguely resembles preparing an action and have it count as a prep. However, there are plenty of things about the prep system that don't make sense, like losing your charge if you get hit regardless of the severity. These are things implemented to -balance- the fight.
'If I prepared a rune'
Here we go, you're actually started to ask the right questions now Detective Spooner. The simple answer is no, why in the world would you get to ignore a trap you stepped on? If I rolled a grenade at your feet and it exploded, could you ignore it? A better question would be 'if I prepared a rune and you stood on it, could you just void the damage with magic' and the answer is, yes, if you have a spell designed to do that. However, your spell would also be quick-cast, and you have literally just stood on the rune, so all things being equal an unprepped trap is going to beat an unprepped defence because it's going to get there first, because that's what is logical.
If that rune was prepped, then you would expect it to do damage even if they had a shield already up, or other factor in play. Unless that shield was prepped the turn before, activated, and then they stood on the rune. There are countless scenarios that can transpire, that's where that big logical head of yours should come into play Mr Dazsos.
'I don't want multi preps! Straw man straw man!'
What you're still talking about there is a hypothetical multi-prep, and it's just as good as having two preps in a turn. Your opponent has one prep a turn to defend themselves, you place down two runes that are matured by your next turn, except you only get to choose one to prep and attack with, but why does that matter? Your character can't commit to defending against both runes with their defence, so you get to choose whichever is most beneficial, tack a prep advantage onto it, and score some EZ dmg.
Not to mention, that was one of the first things I actually said to you. You can cast as many of your runes as you want, but that they couldn't all have a prep advantage, only one of them (potentially per turn, though that's a different question). That doesn't make them worthless, it just means your opponent can match them with their own magic. Asking for a prep with every spell would be like an opponent facing down a tank with an anti tank gun, and requesting every one of his rounds bursts right through the front. Some are going to glance, the tank is going to tank some of them, and one particularly well aimed shot might just go straight through.
'I don't want to change my character's power set blah blah'
Don't, then. But having a character clinically unable to power up an ability is a disadvantage in this system, it means your spells will only ever equate to a single prep, because apparently that's all you put into them. That being said, I doubt Divinity would mind if you were allowed to place multiple prepped runes over consecutive turns to compensate for this. As long as you weren't placing more than one 'prepped' (IN THE GAME MECHANIC FUNCTIONAL SENSE, TO REITERATE) rune down a turn. For example, you place down a fire rune in your first turn, it matures at the end of your turn if Divinity takes no infering action, next turn you place an ice rune next to it, it matures at the end of your turn if Divinity takes no time to activate it. Third turn you have two single prep spells on the field, you could add another or you could activate them. (You can't prep in a turn where you unleash a prepped attack, as far as I'm aware, though Divinity may be willing to compromise on this as well, as runes are a unique power-set.)
'Prepping only works OOC lolol I'm drunk'
That's not what anyone has said. I said that the prep mechanic is a game mechanic that transcends IC logic, you can do pretty much any fluff action IC that vaguely resembles preparing an action and have it count as a prep. However, there are plenty of things about the prep system that don't make sense, like losing your charge if you get hit regardless of the severity. These are things implemented to -balance- the fight.
'If I prepared a rune'
Here we go, you're actually started to ask the right questions now Detective Spooner. The simple answer is no, why in the world would you get to ignore a trap you stepped on? If I rolled a grenade at your feet and it exploded, could you ignore it? A better question would be 'if I prepared a rune and you stood on it, could you just void the damage with magic' and the answer is, yes, if you have a spell designed to do that. However, your spell would also be quick-cast, and you have literally just stood on the rune, so all things being equal an unprepped trap is going to beat an unprepped defence because it's going to get there first, because that's what is logical.
If that rune was prepped, then you would expect it to do damage even if they had a shield already up, or other factor in play. Unless that shield was prepped the turn before, activated, and then they stood on the rune. There are countless scenarios that can transpire, that's where that big logical head of yours should come into play Mr Dazsos.
'I don't want multi preps! Straw man straw man!'
What you're still talking about there is a hypothetical multi-prep, and it's just as good as having two preps in a turn. Your opponent has one prep a turn to defend themselves, you place down two runes that are matured by your next turn, except you only get to choose one to prep and attack with, but why does that matter? Your character can't commit to defending against both runes with their defence, so you get to choose whichever is most beneficial, tack a prep advantage onto it, and score some EZ dmg.
Not to mention, that was one of the first things I actually said to you. You can cast as many of your runes as you want, but that they couldn't all have a prep advantage, only one of them (potentially per turn, though that's a different question). That doesn't make them worthless, it just means your opponent can match them with their own magic. Asking for a prep with every spell would be like an opponent facing down a tank with an anti tank gun, and requesting every one of his rounds bursts right through the front. Some are going to glance, the tank is going to tank some of them, and one particularly well aimed shot might just go straight through.