Avatar of Dymion
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    1. Dymion 9 yrs ago

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6 yrs ago
Returning to RP
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Figured it out. Thanks
I'm afraid I don't quite know how to add pictures.

It is the magma mage.

I ran into a large problem while scanning over the many characters people use in the Arena.

Me and Rilla share a character image. What would be recommended in this situation?

So I do have decent background in combat. Would there be an opportunity for me to practice again st one of y'all in the next few days, once I have a viable character? This way I can see how I stack with what appears to be the veterans of the Arena. Once I have a viable character.
I feel like I started something.

If I might interject, T1 also requires a single attack per turn, something I found on a form of guide. However, every site I have visited does not pertain to this principle, as it does have a slight flaw. No ability to combine strikes, and it is hard to categorize some spells as a single strike: some could be multiple, others could not count. So the real matter is what amount of time do you use.

What I generally see is one person making a series of smooth motions, ranging up to multiple strikes or none at all. They usually stick to three or four total movements per adversary (in the cases of handicapped matches) and then wait to receive adequate information to respond and continue their strikes.

As for magic, I've seen many different types, in many forms. Some don't even fit in these standards set out. I dealt with a runologist once. Yes, he had cast runes that took time to prepare and had greater effect the more time he spent, but he also had an equipment type in his inventory which were pre-prepared and set in number, usually which were of his stronger cast variants. What this illustrates is that equipment, though unintentionally, is a bypass for any restraints calling for preparation to reach higher power levels. But it isn't like, in this example, he did anything wrong. He simply wrote it beforehand, and just needed one mark to make it work. But from the standpoint of his adversary, requiring charges to reach equal level spells would seem a disadvantage, seeing as he can access greater power with lesser effort due to inventory.

This is why I am of the personal opinion that such a setup as this Arena simply cannot be strictly regulated by a series of rules. Each ability must be taken with a grain of salt, and set in appropriation to their abilities.

A suggestion I might have is to not implement strict rules on how to spellcast, but instead providing guides as to how one can apply their spells. For example, what level of preparation would be needed for said spells based on potency, how much charge is required, etc.

I also propose that, perhaps, prepped spells should probably have more umph, simply due to nature. A character is allocating time to cast that spell. Charged spells could have similar potential, but also would generally be scaled slightly over, unless an overcharge was performed. Prepared spells can easily be said to lose potency, and so would rank other the others.

This is just a general concept I wished to put forth. Though I may have stepped out of line.
Both sound intriguing. I've always loved Star Wars, so I'll definitely check it out. And a second chapter RP with a large quantity of people? Definitely intriguing.
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.
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.
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.
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?
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