Hidden 9 yrs ago Post by Dymion
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So I just joined and there are a few details I'd like to scope out.

1. Magic seems to have a tier system based off both numbers and words. How exactly are these organized, and what is a typical level of magic found?

2. There seems to be a vast amount of character's from a variety of backgrounds. Do a majority have multiple character depending on the genre (modern fighters, fantasy mages, etc.) or do you see a lot of mesh.

3. How does the ranked system work, and what is a good way to get started?
Hidden 9 yrs ago Post by Rilla
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1) In general, either way, so long as its understandable and the relative strength is easily found. We don't care what level of strength you have, really, just so long as you know that most will only fight someone at a similar level. Some use words and others use numbers(for things like explosive power, and such), a mix can be used to the best effect. Mainly the fights are mid-level when it comes to magic.

2) Both. Some use soliders, some use mages, some use fighters. There is some overlap, where a solider may also have magic, for instance.

3) For info on the ranked system, please see the HQ.
Hidden 9 yrs ago Post by NuttsnBolts
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For a lil while now I've been reading up about the arena section cause it does sound pretty interesting and the idea of having a battle with someone seems like a fairly cool idea. (Gets thoughts of Dark Souls 2 with the parry, duck, roll, attack system while managing stamina)

Curious though. With characters is there any story basis that should be associated with a character? Should the RP be mostly about the fight or would it contain story elements around it? And once a character is defeated or killed(?), should it be discarded or can that character be reused for new fights?

Finally, I wouldn't mind having a sparing/tutorial match just to understand the difference between Arena and regular RPs. Would someone be available to help run through the match and guide me on the do's and don't's?

Thanks.

PS: Also read Skallagrim's guide on close combat and the article on T1
Hidden 9 yrs ago Post by Rilla
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Some people like having story, and some don't. Mainly, it's just a matter of what you wanna do. Also, you can reuse characters, even if DJ stabs them in the chest with a magicked knife.
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Hidden 9 yrs ago 9 yrs ago Post by Inuyasha
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For a lil while now I've been reading up about the arena section cause it does sound pretty interesting and the idea of having a battle with someone seems like a fairly cool idea. (Gets thoughts of Dark Souls 2 with the parry, duck, roll, attack system while managing stamina)

Curious though. With characters is there any story basis that should be associated with a character? Should the RP be mostly about the fight or would it contain story elements around it? And once a character is defeated or killed(?), should it be discarded or can that character be reused for new fights?

Finally, I wouldn't mind having a sparing/tutorial match just to understand the difference between Arena and regular RPs. Would someone be available to help run through the match and guide me on the do's and don't's?

Thanks.

PS: Also read Skallagrim's guide on close combat and the article on T1


I would love to spar with you, but I'm pretty new to arena myself :P
1. The fight is definitely the main focus, but I think a lot of people like to have some sort of story, although some don't. All about preference. Though I will say, there are some killer writers in this section
2. Characters can be used as many times as you want.
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Hidden 9 yrs ago Post by Dymion
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So I guess now my biggest worry is where my favorite character will rank based off the normal, powered, god ranking I have seen. I plan to put up a CS, and request an overlook by a higher member once it is completed, but there is much to add. In your opinion, how would a half elemental capable of 26 different elemental forms rank?
Hidden 9 yrs ago Post by Rilla
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depends on how many forms he can take per match, how fast he can switch between them, but at base, at least high powered, more or less depending on how strong said forms are.

in general, some may consider it godmode, to be able to switch to just the right element, at just the right time(or before) to gain an edge over the opponent.
Hidden 9 yrs ago Post by GreivousKhan
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depends on how many forms he can take per match, how fast he can switch between them, but at base, at least high powered, more or less depending on how strong said forms are.

in general, some may consider it godmode, to be able to switch to just the right element, at just the right time(or before) to gain an edge over the opponent.


That's why T1 uses a turn called 'preps' to dictate the activation of special abilities. In order to avoid people instantly launching some kind of AOE attack when their caught off guard to effecting a large area at a drop of a hat.

A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules.

A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.


Typically the more cheap/powerful an ability the more preps a post it would need before it could be used. I should also point out the difference between preps and charges, as the former exists in T1, while the latter does not and is in fact some weird mutation of prepping that has evolved within the arena and used inappropriately by some players due to interpreting the rules of T1 wrong.
Hidden 9 yrs ago 9 yrs ago Post by Dymion
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Okay, that makes sense.

I will say that the character uses a large prep time for each transformation, though any transformations I perform usually are done during a setup that protects me. An example might be that my opponent is busy trying to avoid something else, or when he is in a protected situation.

Honestly, my fear in all of this is not that he will rank God based off his damage ability, but survivability. For reference I looked towards a god character described as harnessing the power of a full sun. Nothing he does is on equivalent with that. However, his survivability is to a highly extensive degree. Again, I'm working on a detailed CS that will describe each form as well as their anatomy, so as to clearly define every aspect of him and limit myself as best as possible.

Also, a limit I put on him is that all these elemental forms have a physical characteristic, so hopefully that will assist.
Hidden 9 yrs ago 9 yrs ago Post by Skallagrim
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Compare your character to my Skallagrim character. While not a God he is capable of destroying a solar system with ease. If your character can do that you are a high tier character and that leaves you very few opponents. Me, Melon, and Rilla currently have characters at that level. Khan and a few others are capable of making characters at that level but unless you are competent fighting at that level is becomes boring quite fast.

Other than that, survivability is iffy. The arena is a chess match, your character regardless of power level is matched against the other player and their character. You cannot win every fight, nor should you. You cannot lose every fight, nor should you. There are some days you simply face a character better able to defeat ytou while other days you are the predator to your prey.

It is just the luck of the draw, but win or lose if you write well and can develop a warped sense of humor and a thick skin you will find the arena enjoyable.
Hidden 9 yrs ago 9 yrs ago Post by Dymion
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So I can't even destroy a planet. This makes me feel much better. I also didn't mention his transformations cap at about seven per fight, with rapid, explosive ones using the same energy as three regular changes. After that, he simply dies from lack of energy. So he would actually classify as more mid tier?

After this, I will refrain spamming this section with nonsense on my character, and simply work to make the CS so that it can be properly evaluated.
Hidden 9 yrs ago 9 yrs ago Post by MelonHead
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<Snipped quote by Rilla>

That's why T1 uses a turn called 'preps' to dictate the activation of special abilities. In order to avoid people instantly launching some kind of AOE attack when their caught off guard to effecting a large area at a drop of a hat.

A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules.

A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.


Typically the more cheap/powerful an ability the more preps a post it would need before it could be used. I should also point out the difference between preps and charges, as the former exists in T1, while the latter does not and is in fact some weird mutation of prepping that has evolved within the arena and used inappropriately by some players due to interpreting the rules of T1 wrong.


Prep and charge seem interchangeable to me, if you spend more time preparing an attack it does more damage, pretty simple stuff. So if you want to fluff really powerful damaging spells for your character, make them require a certain amount of preps to activate, where-as someone like Fury can unleash his attacks interchangeably between very light blasts and very heavy ones, so his 'prep' is more akin to charging.

They essentially mean and do the exact same thing, except preps to activate an ability are more specific and therefore suit abilities that are always the same. Personally I feel like if magic existed it wouldn't have some magical threshold (prep) at which point you activate the ability, but mechanical items (like the Clockwork Pistol in my case) do work under a specific prep limit. It can be 'overcharged' for negative effects and if 'undercharged' it has a very visible effect.

Also, charging came about in its current form due to a massive oversight in T1 rules, it only covers a very small and low tier range of fighting. As characters go up the tier ladder the flexibility in their abilities increases, so a simple preparation period of a specific amount of posts wouldn't be suitable for example in preparing your shield. Think of it like Goku's idiotic spirit bomb, he could have launched it at any point, he kept going to make it more powerful, there was no set point where he really had to launch it (because he's high tier) so extending the time you 'charge' at the cost of your vulnerability pays out. The simple prep x2 = attack function is in my opinion woefully simplistic.
Hidden 9 yrs ago 9 yrs ago Post by GreivousKhan
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<Snipped quote by GreivousKhan>

Prep and charge seem interchangeable to me, if you spend more time preparing an attack it does more damage, pretty simple stuff. So if you want to fluff really powerful damaging spells for your character, make them require a certain amount of preps to activate, where-as someone like Fury can unleash his attacks interchangeably between very light blasts and very heavy ones, so his 'prep' is more akin to charging.

They essentially mean and do the exact same thing, except preps to activate an ability are more specific and therefore suit abilities that are always the same. Personally I feel like if magic existed it wouldn't have some magical threshold (prep) at which point you activate the ability, but mechanical items (like the Clockwork Pistol in my case) do work under a specific prep limit. It can be 'overcharged' and if 'undercharged' it has a very visible effect.


The major, and only, really important differences between charges and preps is quite simple. Preps exist in the T1 rules, charges do not. Charges boost damage, preps do not. Though they would naturally allow for more potent/stronger abilities to activate.

Heck, there's nothing that says attacks get stronger with more preps(or that only an equal prep is even needed to block that attack!). Because, as far as T1 Eden era rules are concerned, there is nowhere that it states more preps mean a more powerful attack. Heck even I thought it did not too long ago. Until I started branching out to others sites and realized how morphed Arena style is here. For the most part it works, but you'll get laughed out if you try using charges elsewhere.

On a unrelated note, odd you feel magic would not need preparation. The most popular form of magic settings, low magic (and even higher magic settings) often require long rituals and at the very least arcane incantations. Which is what I always felt the idea of preps originated from. It can easily translate to non-magic, as the language is loose enough that loading a shot into a chamber of a gun and knocking the hammer would technically count as a prep.

Personally I always liked magic that required time and patience to use. Makes using it allot more risky from a story telling point of view. Otherwise it wouldn't be any different than elemental bending.
Hidden 9 yrs ago 9 yrs ago Post by Dymion
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On preps and charges, since charges seem to be a mechanic (one that I think sounds intriguing and useful) that isn't wide spread, what is the experience with a type of prep that doesn't effect the prep-determined effect, but other side effects?

As an example, one might wield a weapon that releases a powerful blast of energy much like a ballistic. When he preps (charges) it isn't to increase power, like the other mechanics, but, and this is for the example, to allow the charging of a field to reduce blowback from the energy shot. No charge or prep will send the user back, perhaps cause concussion damage, while prep allows them to execute the blast safely. A similar mechanic exists in the character I am transferring.
Hidden 9 yrs ago 9 yrs ago Post by MelonHead
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<Snipped quote by MelonHead>

The major, and only, really important differences between charges and preps is quite simple. Preps exist in the T1 rules, charges do not. Charges boost damage, preps do not. Though they would naturally allow for more potent abilities to activate.

Heck, there's nothing that says attacks get stronger with more preps(or that only an equal prep is even needed to block that attack!). Because, as far as T1 Eden era rules are concerned, there is nowhere that it states more preps mean a more powerful attack. Heck even I thought it did not too long ago. Until I started branching out to others sites and realized how morphed Arena style is here. For the most part it works, but you'll get laughed out if you try using charges elsewhere.

On a unrelated note, odd you feel magic would not need preparation. The most popular form of magic settings, low magic (and even higher magic settings) often require long rituals and at the very least arcane incantations. Which is what I always felt the idea of preps originated from. It can easily translate to non-magic, as the language is loose enough that loading a shot into a chamber of a gun and knocking the hammer would technically count as a prep.

Personally I always liked magic that required time and patience to use. Makes using it allot more risky from a story telling point of view. Otherwise it wouldn't be any different than elemental bending.


Like I said, T1 only gives examples for very low level characters, T3 at most on the old scale, so it is in my opinion a poor diagram for the average fight on RPG, which tends to be mid or high powered. Hell, they literally only reference sword fighting and shooting a fireball in that system, so its obvious that the prep system in that regard is not appropriate for our use in a literal sense. We've adopted our own version of it for the popular style of fighting here, and it works for the most part.

On second thoughts, they don't even follow an appropriate tier scale with their examples, its more like fantasy with human characters that adopt magical abilities. In our system magical abilities ups your tier, which increases resistance, in their version its still essentially humans fighting, so restrictions -have- to be placed on magic and anything else even remotely unusual or ranged or powerful, otherwise you'd just die. It's narrow minded in my opinion.

What I'm saying is, in the T1 example it pretty much only applies to two spellswords fighting eachother, and is therefore a poor reference for anything we do on RPG, which rarely if ever includes two people with ordinary physical qualities -and- the ability to launch fireballs.

Hell, that argument is broken from the start Khan, you know what also doesn't -exist- in the T1 system in regards to -that- specific article? Guns? Bows? Any high tier? Any other forms of magical attack other than a fireball while sword fighting?

Frankly I think sticking to that guide for elements of fighting that it doesn't even cover is ludicrous.

Also, I never said anything about magic not requiring preparation, but I think it's equally narrow minded to imagine every form of unusual ability as a type of magic under the same rigid constraints as some fiction. Hell, there's just as many examples of magic which require no preparation, and have a mana cost instead.

Also, considering the type of ability launched in the average fight, I think little preparation is fair. Using Full Metal Alchemist for example the average attack is launched near instantaneously, and then takes time to physical interact with an opponent. Its the wide spread attacks that are harder to avoid that need some sort of time constraint.

Hell, I'm not even sure what fiction you're referencing when you say 'most magic requires long rituals.' The majority of fiction I've read its almost always been fast. I think the problem is you've always been stuck with the mindset of a form of fiction that doesn't properly fit into RPG, which is strange because you make incredibly powerful physical characters with insanely overpowered spells a lot of the time, but on the other hand expect magic to be nerfed or have some sort of obvious tell. It's like every other character you want to face is a DnD character and your character's a boss or something.

Which certainly fits Rilla's theory.
Hidden 9 yrs ago Post by Rilla
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usually, I just adapt it. It'd be unreasonable to expect it to cover every instance.

As far as charging/prepping, both are the same to me. Interchangeable words and all that. I can prep or charge it, Kusanagi's effect is the same.

I look towards most magic/energy related fantasies, where there does seem to be some kind of charging and the like to use them. In Malazan for instance, if a mage wanted to use the magic, they had to prepare it in some fashion. For example, forcing people to choke on water. They had to use sticks and stuff, it was some weird shit.

Now, as far as low level little blasts that are more annoyance than 'if it hits you, you die, lol', I don't really care if they are charged/prepped or not. But even in the DBZ example, for their big attacks, they did charge or prep them in some fashion to get all that good 'ol power. Ki Blasts? Maybe not? Death Balls and Kamehameha's? Definitely.

At higher levels, that may seem trivial and stuff. But we mostly don't fight at higher levels, so that's a moot point.
Hidden 9 yrs ago 9 yrs ago Post by MelonHead
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I need to stop typing now, so many paragraphs.

Also, the fact that an ability can't be avoided literally requires it to be prepared in some elaborate way, but no one uses abilities like that. If you look at fantasy specifically which uses the sort of projectile based attacks that are common on RPG though you don't find a mage standing around for five seconds chanting before launching a fireball, it's not duel compatible or Arena viable.
Hidden 9 yrs ago Post by GreivousKhan
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<Snipped quote by GreivousKhan>

Like I said, T1 only gives examples for very low level characters, T3 at most on the old scale, so it is in my opinion a poor diagram for the average fight on RPG, which tends to be mid or high powered. Hell, they literally only reference sword fighting and shooting a fireball in that system, so its obvious that the prep system in that regard is not appropriate for our use in a literal sense. We've adopted our own version of it for the popular style of fighting here, and it works for the most part.

On second thoughts, they don't even follow an appropriate tier scale with their examples, its more like fantasy with human characters that adopt magical abilities. In our system magical abilities ups your tier, which increases resistance, in their version its still essentially humans fighting, so restrictions -have- to be placed on magic and anything else even remotely unusual or ranged or powerful, otherwise you'd just die. It's narrow minded in my opinion.

What I'm saying is, in the T1 example it pretty much only applies to two spellswords fighting eachother, and is therefore a poor reference for anything we do on RPG, which rarely if ever includes two people with ordinary physical qualities -and- the ability to launch fireballs.

Hell, that argument is broken from the start Khan, you know what also doesn't -exist- in the T1 system in regards to -that- specific article? Guns? Bows? Any high tier? Any other forms of magical attack other than a fireball while sword fighting?

Frankly I think sticking to that guide for elements of fighting that it doesn't even cover is ludicrous.

Also, I never said anything about magic not requiring preparation, but I think it's equally narrow minded to imagine every form of unusual ability as a type of magic under the same rigid constraints as some fiction. Hell, there's just as many examples of magic which require no preparation, and have a mana cost instead.

Also, considering the type of ability launched in the average fight, I think little preparation is fair. Using Full Metal Alchemist for example the average attack is launched near instantaneously, and then takes time to physical interact with an opponent. Its the wide spread attacks that are harder to avoid that need some sort of time constraint.

Hell, I'm not even sure what fiction you're referencing when you say 'most magic requires long rituals.' The majority of fiction I've read its almost always been fast. I think the problem is you've always been stuck with the mindset of a form of fiction that doesn't properly fit into RPG, which is strange because you make incredibly powerful physical characters with insanely overpowered spells a lot of the time, but on the other hand expect magic to be nerfed or have some sort of obvious tell. It's like every other character you want to face is a DnD character and your character's a boss or something.

Which certainly fits Rilla's theory.


Actually T1 does cover all tiers of power from T1 realistic fighting, T1 unrealisitic fighting, T1 Moderate Powers(the main area covered in the Arena), and finally, T1 Powered Characters.

To say T1 does not cover all tiers is, honestly, ridiculous. As there is in fact a guide that covers exactly that. T1 in the end of the day is just a logic based system, it can't cover everything, no system would.

Also, I never said anything about magic not requiring preparation, but I think it's equally narrow minded to imagine every form of unusual ability as a type of magic under the same rigid constraints as some fiction. Hell, there's just as many examples of magic which require no preparation, and have a mana cost instead.


What, when did I say all abilities are magic??? You have a bad habit of making bold assumptions off little or nothing.

Dude, what is your problem, honestly? I don't understand why you hostile all the time? Making arguments about nothing at all? I only pointed out that the use of charges here would not fly on other websites, then you went all Chris Tucker. Having a bad day fam?

HAHAHAHA, oh we can only laugh.
Hidden 9 yrs ago 9 yrs ago Post by GreivousKhan
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I honestly can't take Melon serious anymore these days, you dare disagree with him, or he at least thinks you are. His face turns a powerful shade of red and he explodes.

Hilarious stuff. Reminds me of that guy who critics games. Zero punctuation. Now in BRITISH RAGE!
Hidden 9 yrs ago 9 yrs ago Post by Vordak
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<Snipped quote by MelonHead>

The major, and only, really important differences between charges and preps is quite simple. Preps exist in the T1 rules, charges do not. Charges boost damage, preps do not. Though they would naturally allow for more potent abilities to activate.

Heck, there's nothing that says attacks get stronger with more preps(or that only an equal prep is even needed to block that attack!). Because, as far as T1 Eden era rules are concerned, there is nowhere that it states more preps mean a more powerful attack. Heck even I thought it did not too long ago. Until I started branching out to others sites and realized how morphed Arena style is here. For the most part it works, but you'll get laughed out if you try using charges elsewhere.

On a unrelated note, odd you feel magic would not need preparation. The most popular form of magic settings, low magic (and even higher magic settings) often require long rituals and at the very least arcane incantations. Which is what I always felt the idea of preps originated from. It can easily translate to non-magic, as the language is loose enough that loading a shot into a chamber of a gun and knocking the hammer would technically count as a prep.

Personally I always liked magic that required time and patience to use. Makes using it allot more risky from a story telling point of view. Otherwise it wouldn't be any different than elemental bending.


The way you describe it, preps are an uninventive stalling mechanic that has no other use. Mind correcting me if i am wrong?
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