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Tyaethe Radistirin


"But the reactions are always so much more interesting if I don't ask," Tyaethe said, making a big show out of pouting before relaxing fully into the bath. There was always the additional drawback that people liked to say "no" when asked if they wanted to let a vampire nibble on them. As if she was going to take a dangerous amount; it wasn't as if the paladin was a half-starved beast with no self control.

"Oh yes, there's a ball tomorrow night, Fanilly. Seems like the princess wants to meet the new captain and asked for you to come along and bring some of the knights. Weapons expected."

@FlappyTheSpybot@VitaVitaAR
'Tis I, the one with the Eevees. Team Big Sister.
Post held up because of mobile game events. Will either get to it later today or tomorrow.
Shiro's panic at being high up lead to a rather immediate and perhaps... excessive response. If she got bigger, then she would be closer to the ground without actually falling as far. Therefore, she should get as big as possible, as fast as possible, and fall as little as possible. Maybe the other people that had appeared in the air would appreciate it? Her scales and flesh had to be better cushioned than the earth of the clearing.

Perhaps it was the size change overwhelming the safe landing, or perhaps it was simply sheer mass, but the result was quite unmistakeable... most of the clearing was temporarily full of winding coils of white snake whilst everyone else landed one way or the other.

And anyone watching from the trees couldn't possibly miss the ground shaking from the enormous impact.
Elferia Bay


... wyverns. The very first obstacle they faced in this little game was wyverns. More importantly, where had they even been acquired from? Phantasmal beasts were quite hard to acquire, even with so many legendary heroes running around--or perhaps especially, the number of famous monster hunters and dragon slayers was quite large. But Moriarty was right, it would have to be up to the Servants to take these things on.

She hoped that the one behind this labyrinth remembered that it was a pair of intellectuals investigating, not great warriors. Oh, they were no doubt far better off now than they ever were in life... but they could only do so much.




Alkyrieaze von Einzbern


"My Servant and I were eating crepes when the Berserker came down pulling along his Master," Alkyrieaze started, tilting her head and thinking about how it went, "I liked the stand, so I ordered her to bring him to heel." Unstated was that if they just went for killing every Servant that went out of control, the city would start to have problems, "And in the mean time managed to get the Master to use his command seals to order a halt."

"But the Berserker ignored them. This... is not entirely unheard of; there are Servants such as Heracles that only myself or my predecessor could keep under control. No, what is strange is how the command seals got turned into a strength boost directly for this Berserker.

"As a Berserker in somewhat modern clothing, the chance that he was able to tamper with the Seals himself is absurdly low, certainly not whilst fixated on a fight. Unfortunately, he fled and was likely defeated by part of the Counter-Crime Force, so we can't question him."
Yeah, hope it passes soon.
Certainly, anything that would allow the players to directly solve the issues threatening the community without engaging in any games undermines the premise. Though maybe that's just a flat impossibility and any changes will revert until permission is gained.
Mmm, but you're forgetting; the GM isn't having to balance around only one character. What you're proposing is essentially restricting the effective uses of magic to "buff allies" and "shoot things at people." Again, we have melee characters--in fact, in a multi-character roleplay it is completely implausible to wind up with only magical specialists or the like.

One character who can negate all magic to themselves and one character good at dealing with, essentially, brute forced buff melee or physical ranged attacks would negate all direct threats. Out of those proposed, only indirect illusions and environmental effects remain and trying to construct an entire roleplay out of those limited circumstances is a headache. Plus it completely undermines what is supposed to be a high magic scenario where characters are really, really good at what they do and specialised by default.

It's worth noting that complete magical negation barely ever makes it into RPG rulesets. Out of many editions of Dungeons and Dragons, I think only the Iron Golem gets away with just shrugging off literally any magic you might put in its general direction and it's an intentional slow and hulking mage killer. Other magic resistance can be pierced and overwhelmed (whether it's the monster's toughness or the caster's ability depends on the edition) and the cases where something BENEFITS from absorbing magic are extremely limited. Doubled by the Beholder being one of the most fearsome enemies for all its absurd appearance because it spams magical negation and magical attacks in tandem. Strong and drawback-free magical immunity wildly imbalances any magical setting to an impractical degree because it restricts magic to doing things you could already do with just a bigger monster.
Sigh.

Here's the problem: I don't like writing huge walls of text over very simple things.

Let's focus on the second character, because that's the easiest example of where you're way, way off base on trying to judge your own power level. I can assure you that the number of people happy to run a game where they have to consider every action in light of one character who would utterly negate half the options but would be flattened by going for an alternative is slim to none. This is only exacerbated when we consider the other characters already accepted; if we have one character who can shrug off any magic shoved in their direction but several characters perfectly suited for all physical challenges there's no tension and no drama.

It's actually a very common trap in fantasy roleplapys, magic immunity. "Oh, it's just one thing, and just directed." Well, now you're immune to most magical attack, all magical debuffs, any illusions that would prefer to interfere with the senses, autonomous defences... and depending on the wording, conjured attacks. Which, notably, winds up being every way that a magically-focused enemy can win directly. It's bad enough on its own; but to go and combine it with melee ability and armour and power absorption. Essentially, a magical enemy will be unable to utilise any of their abilities, lesser melee characters are evenly matched. And then you get eaten by Godzilla or something because the whole concept is hinged on one thing.

All of which is a bit too rock-paper-scissors-y in the first place, but step back from the magic/melee/ranged viewpoint for a second. What you essentially negate is any ability that is not about literally smashing you into a pulp. Instantly. Not enough fun limits to exploit. No point trying to use characters that rely on it because there's no challenge and they instantly lose.

High tier anti-magic just isn't fun to DM around or workable. It takes most of the fantasy toolkit and kneecaps it. "This is too easy and won't work." It's doubly bad in a high magic setting.
We've been trying to give feedback on powers. What you've then done is start arguing with conclusions, dismissed the premise of the feedback you've received, and made a new character. Feedback is a two way street; if you're just going to argue how people are wrong then there's no point trying to help.
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