Also, @Freeshooter92 , you need to add your CSes for Grey and Alaira too the CS tab.
Also, @Freeshooter92 , you need to add your CSes for Grey and Alaira too the CS tab.
@Luna, @Vesuvius00, and @Ryonara: After some thought and time, I'll be making a small post that sort of glosses over the collab and event in the fire scene folks. Namely as Ves has had RL poking her in the ass and needs her attention, meanwhile Luna hasn't gotten back to me at all so I'm assuming the same has happened to her as well. Hence their PCs will be sidelined for the time being and we'll start demos soon. So any interactions you aim on might be best if you wrap it up sometime next week or put it in a memory post because I plan, key word, to have the demos started before Friday but can't be sure due to rp activity lately wih all my rps. XD
<Snipped quote by Fallenreaper>
Thank you Fallen.
Here are my thoughts. I of course think that all characters of all bloods should feel like they can be useful, in roughly the same proportions. There shouldn't be one that really dominates, but I think you might be going about that the wrong way. I don't think it is worth it to lose variety in favor of closing off every bit of potential for abuse. We're all friends here, after all, and we can deal with those issues individually.
I think it might be possible to "over-balance." To think about every detail of what every blood can do that you drive yourself crazy. Personally, I like the potent magic. I like the idea that we have this great potential. When I see a fight between a master aeromancer and a master geomancer, I'd like to see a mage bringing down the sky to meet the earth rising up against him. I'd like to see the forest turning against a pyromancer who is scorching the earth hot enough to melt the rocks as they try to get to the herbamancer. When we get all of these master bloods fighting with and against each other, I'd like it so seem like reality is tearing itself apart, because I think that it would make the RP all the more interesting. I like being able to be creative with my abilities, and it really does not matter how much power our characters can potentially have, because the enemy has mageblood too. They will have all the same powers and abilities as us, if not more.
Instead of trying to nerf everything into balance, I say "balance-up." Make sure that every mageblood has some kind of strong defense against other magebloods, some way to absorb or avoid damage, so that master level fights don't end in two seconds. I haven't had time to think in depth about every single blood, but I'm certainly willing to. If we work together, I think we can make sure that each blood has a compelling and potent defense against each of the others. That would certainly be easier than trying to rebalance everything.
I disagree with you. This isn't a video game, power creep isn't really a bad thing here. Our enemies are as tough as the GMs want to make them, so having more capabilities just gives us more options. Reworking so many things isn't necessary, we just have to make sure that each blood has some good defenses.
<Snipped quote by EliteCommander>
Ah, but is it fair that one player is far more effective than another? What's the point of being an Herbamancer when you can just be a Psychomancer and have free, easy access to a cheap way to basically kill anyone?
<Snipped quote by Freeshooter92>
It would be, if that were actually the case.