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<Snipped quote by Davlamin>

Well, you kinda have to elaborate further on what your char could do for each, especially for the mastery over water. What I got from those is still vague impression of related Final Fantasy spells and Avatar's Water benders.


@Davlamin Koka is right. Your spells are really short on just what you can do exactly. The way they are written, you pretty much can pull something out of your arse to save your character in a tight situation.
@Rilla when do you plan on getting this super-card fight going?
Kryo, you made no mention of the snowball being thrown at you. You have to acknowledge it in some manner.

Feeling playful, Gonad chucked a snowball at the back of the icy dude's head as he walked off. It seemed like an appropriate thing to do. If the ninja turned around, Gonad would be acting all innocent and (trying) to whistle.


The assassin turned his head slightly, seeing the barbarian standing awkwardly. He was making a fool of himself. But no matter, Cyro saw it as a threat, and quickly dashed towards the man.

5 paces forward, the assassin disappeared into thin air. He knew he would confuse the behemoth. Now he would have to see how smart the man was.
D&D spells are iffy, some are potent, others meh. I agree with Tak, show us what potential spells you want to use. Remember magic needs to be tweaked to fit this format, and saving throws are not really applicable.
Low powered, semi-realistic fights are not a bad way to start. A few things. We tend to use a version of T1 Eden era as our platform for fighting. If you don't want to use that you should hash out the rules you are planning to use as it cuts down on arguments and keeps the fight going smoothly. Secondly, as Vordy stated, having characters that are of the same "relative" power is a good thing, so were I you, I would have Vordy give each character a once over. He has experience, understands how things should balance out and is a good guy overall to learn from.

Thirdly, competitive fights are different than the run of the mill fights in a normal role-play. Your ability to write clearly, concisely and describe your attack without ambiguity are tantamount. Also think of it as a chess match and try to see the fight and plan several moves ahead.

Good Luck
You're sick @LeeRoy. DJ and I aren't in a rush since this is not ranked and can be used for backstory/plot advancement.
Go to the arena chat and/or ranking hq. Ask questions, get advice on characters, read my primer on fighting basics and the T1 examples I link. Ranked fights you'll have to hurry the current season is closing as we prepare for the end of the year event.
Looks promising Rilla.
That's why I always encourage people to learn the basics. Start with no powers, realistic, usually no weapons. You learn to see openings, learn counters and avoidance. It's not fancy but gives a good foundation to build on.
Well Gun, that is the way you are suppose to fight. It's been that way as long as I have been doing this. Fighting is a funnel, you start wide but every move narrows the options open to both. The one who can "see" the fight better usually wins.
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