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Maximos
Crew

Dapper Lunatic

PostPosted: Thu Aug 02, 2007 10:19 pm


Roleplay 101
What it is, how to do it, and why.

Needless to say the key to all interaction in a RP guild is the ability to RP or Role Play, effectively, fairly, and otherwise enjoyably. After years even the best of us are still learning, and for that reason we have created this, one stop guide to roleplaying for players new, and old.

What is Roleplay? - The Online Play-By-Post RPG
How do I begin? - The Trifecta Balance System Ver. 1 & Ver. 2
Advice - Wise Words
Guidance - How to fight, a Guide.
PostPosted: Thu Aug 02, 2007 10:22 pm


The Trifecta Balance System
-by Maximos


We exist in a world who's boundaries and limitations are defined soley by the limits of ones imagination. As enjoyable and as open a concept as this it, it leaves an open window for confict and disagreement especially where combat is concerned. To fulfill this need a system has been created, called the Trifecta Balance System. It allows a sort of steady balance to be placed on characters that are godly, n00bish, unfair, overpowered, or otherwise unacceptable. Its been used by many of the stadium folk, and maybe be useful to you too!

The system is very simple, it takes all the basic stats of a character and categorizes them into 3 basic stats. For a balanced character your character should have two of these stats raised and one lowered. Now when I say raised I mean just above normal, and in extreme circumstances, high above normal. Now what is normal? Normal is what an average human has. Normality is what the average joe pulled in off the street would do. How would he take this hit? How much damage would his punch do, how fast is he?

At first glance this may seem unfair, what if your character is not human? In creating any system of balance you require a level plane. In order to prevent any arguments or debates you need something solid as a standard, which cannot truly be debated. The human race fits perfectly as that standard. We are all human, we all know what each of us is capable of. While there are some extremes, the field remains mostly level. Transversely, anyone can debate what the strength, speed, and durability of a dragon is cannot be argued, as we lack any dragons to compare ourselves too. Secondly, whether or not your character is human, the majority of the planet he or she will exist on IC, (In Character) is. He or she will be expected to be able to exist a normal human civilization without inciting constant attacks or having law enforcement constantly following them as they toss them aside like flea's. If your character is able to fling people through walls like ants through tissue paper, or survive having a mountain dropped on his skull, would such a destruction character really be able to interact fairly with other, normal, characters? Would he be able to exist the real world? No. But we will return to that later.

Statistics
The three base stats of the Trifecta Balance System are as follows.

Attack - The power and damage of his or her attacks when used against an ordinary human. Be it physical, such as droppinng a boulder on their skull or magical, as in the cast of a firey explosive spell. Attack generally encompasses your character's ability to do damage either to others, or their surroundings. A character with high attack can usually, remove your average limb with relative ease if given the proper opportunity. Or can perhaps wield enough brute strength to flip a car onto its side. Transversely, a character with low attack, likely has problems leaving more than a nasty bruise or a placing a cut in anything more than flesh.

Defense - This is how much damage your character can take before being killed or knocked unconcious, in Final Fantasy or DnD this might be HP, and Con. If he or she takes a sword slash and will it slice his or her arm off, or just leave a cut. How brutal or serious must an injury be to slow him or her? How many attack blasts will it take to bring him or her to their knee's? This stats includes all physical, mental, magical defenses, and resistances. A character with low defense can usually be felled with a single well placed shot. Transversely, a character with high defense may walk away from a head on collision with little more than a few scratches.

Speed - This is how fast your character attacks, how fast it moves, it's ability to have create last minute defenses, its agility and its flexibility. High Speed characters can dodge attacks from several enemies while launching effective attacks in return. Low Speed characters have trouble dodging quicker than normal punches, swords, knifes, spells or anything of the sort.

Combination
While the system and its basic design is simple, this in particular is the longest step. It requires alot of thinking, planning and at times reworking of the original concept. First select the organization of your statistics.

Two High - One Low
One Very High - Two Low
All Average

Once you've selected your organization you can begin filling in the details. First comes your attack stat, pick and rate the attacks on what they would do to a completely normal human. The power of the attack, or the difficulty one would have defending it will help you decide how to balance the attack itself. Attacks that bypass defenses almost always take more time to prepare, or do far less damage. Attacks can be balanced either by increasing the time it takes to prepare the attack, or increasing the amount of damage or expenditure it takes from its user. If an attack breaks bones, but is delivered by means of relatively slow swing or toss of a projectile a single turn of preparation may be suitable. Similiarly if an attack would mearly leave a hefty bruise, it can be performed almost instantaneously. If an attack can do serious, or crippling damage it may do a proportional amount of damage to the user, perhaps breaking a limb. At no point should your attack perform any sort of instantaneous kill. And of course these guidelines really only apply to supernatural attacks or enhancements. No turns of preparation or damage need be paid for a character to grab a dagger and attempt to slice a throat.

--

Next is Defense, unlike Speed and Attack, Defense is a mostly passive statistic. Your character is "so" durable. Be sure that when deciding and designing your character you do not make him so tough he cannot be harmed. Defense does not count how much the damage effects you as long as you are able to take the damage. If your character take a sword slash through the gut and continue fighting unphased they are balanced simply due to the fact they were able to be slashed. If you severe someones spine, does it really matter whether or not they scream in pain, as long as they're paralyzed? If you remove a limb, and the character does not writhe in agony, does that really matter as much as the fact that the arm is truly removed giving you an advantage? The simple answer is no.

Defense does however take into consideration abilites and or equipment that boost ones defensive power or allow them to heal during combat. While being flesh and blood if your character almost constantly wears impenetrable armor, they are unbalanced. While being frail, if your character can easily place up a shield deflecting all techniques, spells, or weapons that strike it, they are unbalanced. If a character takes every drop of damage but simply heals it back right after they are unbalanced. If your character is able to "sense", "see" or otherwise percieve incoming attacks in order to mount constant last minute defenses, they are unbalanced.

A balanced defense should have at the very least one opening that can be taken advantage of a totally normal human. The ratio of weaknesses should be equivalent to how powerful ones defense is. Remember, even an impentrable kite shield, leaves your legs, and back open to any assault. And you as the RPer ar responsible for making the weakness known. Defense may be the most passive, but it is also the easiest to abuse. At no point should your character be immune to all physical or magical damage, or be able to completely regenerate their form. Clearly this does not apply to momentary defensive boosts. If your character hides behind a slate of concrete and is able to survive a magical attack they do not have extreme defense.

--

Last is Speed, the quickest your character should ever be able to move at any time, is enough to temporarily blur their form. Vanishing from one place and just "appearing" in another is unbalanced, and wrong. This also includes traveling by means of portals or magical gateways of any sort from one location to another more than a few steps away, during battle. Also, make sure that your speed does not become and excuse to dodge everything sent after you. Even if you can dodge an attack in fairness it is good to take a hit here and there in the name of fairness and reality. Stay away from measurements like "nanoseconds" or "above the speed of sound", the type of speeds that fracture the laws of reality. Just because you are fast, does not mean that you can come to a dead stop and resist inertia. Just because you can dodge, does not mean you can see 360 degrees around yourself.

As a rule of thumb, despite how fast, agile, or dexterous your character is, he or she should be able to be struck by a completely normal human in some way without any magical enhancement.
-

Races
Gaia is home to thousands of species and hybrids. Due to thousands of years of history or design a specie or race may be gifted with advancements, enhancements, or defenses that may seem throw off the Trifecta. When creating a non-human character simpy remember one rule of thumb, the system exists to allow everyone to exist in a fair roleplay environement. While most high stats on a character, be it high speed or defense, come from training or magically effects, a race, or racial bonus is simply included as a permanent "high" or "low" stat boost to a character. At no time should any race allow anyone to access any new statistic organization or tier.

Transformations
Some people have presented transformations as the breach in the the stats. This isnt so. A transformation is an excellent opportunity to switch stats, for example to take a character that has high attack and high speed, and switch it to one with high defense and high attack. Or high speed and high defense. Even in an ultimate form, balance is necessary, just because you've taken 4 turns to become several feet larger and more showy doesnt give you permission to god mod all over your opponent.


Originality
Just as there are general positive things to keep in mind when developing a character, there also negative abilities, stereotypes and cleche's to avoid in order to make your character a productive member of the RP community. Always remember to be original, unique, and creative. Characters that are appreciated and last for years are not formed in 15 minutes of thought, or on drive home. Concepts can be birthed in seconds, but actual characters take real time, planning, and forethought.

Powers, abilities, skills, and even histories are all meant as flavor for our characters not basis. We RP through skill, we RP fight through skill, no ability, technique, equipment, or piece ones bio should ever replace skill or be an excuse for a lack of it.

The Three N00b Paths
Below are three powers and styles that will immediately mark any character or player as a n00b.

1.Teleportation - Vanishing from one place and just "appearing" in another that is farther away that a few steps, for any reason what so ever is teleporting. It does not matter what method is taken or what name you place it on. Instant transmission, rifting, wind walking, shadow porting, shadow walking, shadow dancing, puddle hopping, sifting, zipping, displacing, portal hopping, dimension dispositioning, or even super fast running, are all teleportaton.

2.Regeneration - The ability to heal or recover from any attack, or refresh all the wounds one has taken immediately. Advanced healing of any sort during battle is wrong despite its cause or name. Being able to completely refresh one self, via any outside means is acceptable after a single match, or event.

3. Unbreakable Shields/Invincibility - This counts shields or force fields, barriers, magic, or anything that can take any attack and just ignore it. An "invincible shield" in an excuse to negate an attack you cant think of a defense for, when by all rights if you cant think of a defense, you should take the hit. Of course this also counts having an invincible character, but, we already discussed that. Any magical shield that can only be negated by some extremely powerful attack, or by some extremely rare weapon is wrong.

4. Immortality - Everyone does, except those that refuse to. The character that for any reason is unable to simply pass on, allowing their everlasting life to make up for their lack of skill at avoiding a potentially fatal situation.


Player Proficiency
When selecting the traits and abilities that make your character be sure to select traits and abilities that you yourself can honestly play or relate. Without that seed of experience the character will seem flat, and unrealistic, and will suffer in any social or combat RP's. Saying that your character has training will not make a bad move that you have made, any better. Your back history will not fight for your, or make your fighting any better. Its best not to give your character any excellence in any skills that you do not yourself have. The most common of these traits are listed below.

Age - As a child the majority of us saw only our toys and games. As we grew older, life presented us with challenges, experiences, and emotions we could never have understood or explained as a child. No toddler will ever understand what it truly means to fall in love, or to drive for the first time. Similary, at our normal age, can anyone truly understand what it means to be thousands on thousands of years old? Can we truly express the emotions and boundless experiences of an ancient?

Weaponry - While weapons such as scythes, katana's, and the like are visually very appealing if you yourself as a player cannot wield them, or do not at least have a base understand of how the weapon is meant to be wielded, can you actually describe your character with "A lifetime of training", wielding said weapon? Can you honestly attack your opponent with the finesse, technique and grace that the training you've prescribed requires?

Martial Skill - Growing up in a military school being trained by the best of the best will make your character one of the best. But are you one of the best?


Cleche
Many of us take our character's skills, abilities and even stories from inspiration we've recieved from our fantasy and fiction. Because of that we very often have cleche'd stories that stick to entirely too many characters. As an RPer you should strive to create something new and unique, while it takes more effort it is entirely possible. Here are a few things to avoid.

The Legend - The character that has existed for millenia, usually as a god or "legendary" being and has only recently joined mortal society.

The Saiyan - The character that exists as the only and last of a race of beings that are "unique" and exceedingly powerful for some unknown reason.

The Chosen - The character who is born under a magical sign when the stars aligned and has had fate or destiny guide their every step making them exceedingly skilled or powerful, and giving them access to several unbalancing pieces of equipment that belong only to that chosen.

The Reincarnation - The character who is born only to realize they are the reincarnation of another ancient hero or god, thusly giving them a free excuse to develop powers or ability without any roleplay, training or work, and a second lifetime to refine their "greatness".

The Avatar - The character that exists as the physical body of a god, a character, or even a notion from mythology. This character worst that any of the others smacks of unoriginality, and uses their "past" as an excuse to be skilled now.

The Split - The character that has somehow divided into good and evil sides. Be that evil side a voice in their mind, an alternate personality, a seperate yet exactly opposite entity, or otherwise.

Maximos
Crew

Dapper Lunatic


Maximos
Crew

Dapper Lunatic

PostPosted: Thu Aug 02, 2007 10:24 pm


Trifecta Version 2.0
-By Ryugi Kazamaru


Hello fellow role players and fighters. I’m Ryugi Kazamaru, and while I haven’t been here as long as a few of the other oldies, I’ve been here for quite a while Rping and fighting in Leviathan Stadium. Now, I don’t claim to be all knowing, or any kind of genius, but over the time I’ve been here, my character has been through a lot of changes in the way he has been structured. And with each change, it brought him closer to what he is today. Here in this thread other members of this place have posted information that they believe is important in helping you become a more balanced and well-rounded fighter. And after a lot of debate and thinking on it, I’ve finally decided to add my own two cents in along with the rest of them.

Alright, first things first, as mentioned in the first post by my good friend, and trainer, a lot of people here use a system called the “Trifecta Balance System.” That isn’t to say that it is the best way, or the only way to level out someone’s character, but it does add a scale for you to go with that is relatively easy to understand. Now, also mentioned above, and shown in the drawing below, the Trifecta system works on three basic stats. These stats are…

User Image


Power – This stat, put simply, is your character’s attack strength, as well as their physical strength. Can your character lift a bus? Or can they have trouble lifting even a hundred pounds? This stat will help you to determine that.

Speed – This stat is pretty self-explanatory. How fast are you? Can you run as fast as a car, or do you trot along at a basic pace? This also deals with how fast you can launch your attacks at your opponent.

Defense – How well can you take a hit? Do you shrug off a punch, or do you go flying end over end with a single kick? This stat can also be linked to weight depending on your character’s makeup.

Now, you may be wondering why I’d post this bit of information again. Well, to put it simply, the old Trifecta scale didn’t give me enough flexibility when it came to making a character, and in some cases it just didn’t seem to make sense. Now, remember, this is just my opinion, and if you like the other scale more, then by all means, feel free to use it, but I will say that my scale is slightly different than the one above, and, in my opinion, makes more sense in some cases than the original.

Now, in the original Trifecta system, in order to raise certain stats, you had to drop others. In fact, you were able to have two high stats, and one low stat. However, you could have one high stat and two medium stats if you wished, or two low stats and a very high stat, though that last one was looked down upon. In most cases, in order to have two high stats, the low stat would often be lower than that of the average human. Which makes sense for the most part, if your character is a human. However, for the most part, many characters aren’t human. We have demons, anthropomorphic beasts, beasts themselves, dragons, vampires, elemental spirits, and a host of other beings that run around in here. I personally wouldn’t put a wolf on the same scale as a human would I? Or pout a dragon on the same scale as a dwarf. These combinations just wouldn’t make sense in some cases. To me, this meant that the scale had to be changed in order to fit the wide variety of characters that we see in Leviathan.

Basically, what I did was add a logical step to the process to make it fit. If your character is a wolf, then you base your stats on what is normal for a wolf. If you are a golem, you base your stats on what is normal for a golem. And, if you’re a human, you base your stats on what is normal for a human, that stated, you will almost always have a lower stat, unless you opt to be even in all categories. In the case of this scale, your lowest stat will never be lower than the lowest stat of your normal being. Now, obviously, in extreme cases, it will HAVE to be lower to make sense, for instance if you have a very high defense stat because you wear plate armor, then your speed WILL be lower because the weight of the armor will weigh you down a bit. But even then, it won’t weight you down to such a degree that you can’t move at all, because chances are you’d have a high strength stat to hold that armor, and your weapon while wearing that much weight. Now, this isn’t to say that everyone can always fit perfectly into the scale, but at least this way, it makes it a little more reasonable, and balances the characters out a bit more.

Now, since Maximos talked about it in his post, I think it is only fair that I mention it in my recap of the system as well. Transformations can be very distressing and confusing at times, however, there are just some things that make sense that need to be taken into logical consideration. If you were just a human, and decided to turn into a “demon form” or something of that sort, your stats ARE going to change. Now, in most cases, a change like that is going to boost your stats to a degree. And, in my opinion, you are free to boost all of your stats by a little bit, as long as it is within reason. I mean, we don’t want thirty-foot dragons moving at light speed, or a normal human turning into an invincible god. Stat raising, if done wisely and with consideration for fairness can, and should, be accepted, as long as the change isn’t so extreme as to defy logic or reason.

Charge System / Casting Time


And now for something completely different! Now, I know that many people here have some sort of a system for charging time for their attacks, or casting time for their spells. However, some people do not, and enjoy throwing as much energy as they want around with no hindrance or cost to speak of. This might be fun for a while, but it really makes you seem like a n00b. Now, anyone who’s here in Leviathan wants to avoid that image as much as possible, or so I believe. Anyway, after much consideration, I finally settled on a charge/damage system that I use for my characters. Unfortunately I don’t have an official name for it, so I just call it, “Ryugi’s Charging System.” Now, keep in mind this might not be how you want to do it, but I will highly recommend that you do use some form of charging system or casting time in your fights.

Now, my system is simple. Each set of opponent posting, and your post responding to their post is called a “turn”. In my most basic system of charging, each “turn” gives you one “turn” of charge. So, each time you post, you can gather a turn of charge. These gathered turns of charge count as energy towards energy based attacks. Each attack you have requires so many of these “turns of charge” to unleash them. For example, Ryugi’s “Supernova Attack” costs five turns of charge to unleash. This means that I would have had to save up five turns of charge before I could use that attack. After using that attack, I would subtract the cost of the attack, from the total amount of “turns of charge” that I had. So, if I only had five turns of charge saved up, I would subtract those five turns that the attack cost, leaving me with zero turns of charge. This means that I would then have to gather more energy before I could unleash another attack of that strength.

Now, energy attacks obviously come in a variety of shapes, sizes, and strengths. This is reflected by how many turns of charge it takes to unleash an attack. “But Ryugi,“ you might ask, “how do I know how many turns of charge it would take to unleash my attack?” Luckily, I have a scale that helps to base these attacks on. And in order to do that, I mist explain the HP scale to you.

Now, when most people in text based RP’s hear “HP” they generally want to run and hide, however, this HP Scale isn’t totally based on how much HP your character has, though if you chose, it can be used as such. The HP Scale is used mainly to judge how much damage this energy attack would do to your average fighter. And by “average fighter”, I mean your average fighter with powers and abilities that is balanced well on the Trifecta Scale I mentioned earlier.

The “Average Fighter” has around 1000HP points. Now, this isn’t to say that your character or opponent has 1000HP points, but it does give you an idea of how much damage these energy attacks should do to an opponent that you use them on. Essentially, each “turn of charge” can do anywhere from 100-199HP worth of damage. Two turns of charge should do 200-299HP worth of damage, and so on, and so on until you get to ten turns of charge which can do 1000-1099HP worth of damage. So, a 5 turn charge attack should essentially be capable of taking down about 50% of the average fighter’s HP, while a 10 turn charge attack should essentially KO him completely. Now, this is only if the opponent takes the full brunt of the attack, and doesn’t attack with his own energy attack to lessen the damage sustained. Now, on my bio, you’ll see that if I post the actual damage amount that my attacks do, I round up to whole numbers, but generally it is at its regular base of 1 turn = 100HP damage.

Now, in Ryugi’s case I actually keep a basic idea of how much HP he has left, which actually comes to a grand total of 2000HP. Now, the way Ryugi is set up, he started at 1 turn of charge per turn of posting, but he will soon/has since, leveled up to what I call a “Level 2 Elemental”. Ryugi’s body is connected to the Elemental Planes of Fire and Light, and it is these planes that he draws energy from. His body draws the energy in at a constant rate each turn, and filters the raw energy to be used for attacks. If he wants more energy that turn he can take as much as he wants, but at a cost. For each additional turn of energy that Ryugi takes from the planes, he loses 100HP/Stamina in order for his body to filter the extra energy. Since he leveled up, he can now pull in up to 2 turns of charge for each turn of battle. This is so because his body is able to handle the larger load of energy. This isn’t to say that he’ll always pull in that much more energy, but he is capable of doing it. Ryugi also has a maximum natural energy charge limit of 20 held turns of energy, however, his sword can hold an additional 5, allowing his limit when equipped with his sword to be 25. This means that at maximum, Ryugi is capable of doing 2500-2599HP damage to the average fighter with 1000HP. Now, as I said before, your fighter may have more, or less HP when completely balanced out, this is just an example of how Ryugi is balanced out when it comes to his energy attacks.

Now, since not all fighters gather energy from the elemental planes to use their attacks, there are other ways that you could balance out your characters. Instead of gathering the energy over time like Ryugi does, a mage character could have so many “turns of preparation” instead of “turns of charge”. The mage could wander around the battlefield preparing the energies and spells needed to unleash the desired attack. Or, instead of that, a character could have a set MP limit of so much MP that could transfer into HP damage. For example, 50MP points could transfer into 100HP damage. So essentially, a mage could drain so much from his MP bar to attack an opponent, but after that MP was gone, he would have to resort to hand to hand combat. This means that a mage character could essentially unleash a massive attack by using all of his MP at once, but if his opponent survived the attack, he’d be virtually helpless.

This brings another factor into play. Energy can be used to deflect energy, or energy absorbed can now easily be added to a person’s total. This system can essentially eliminate all those arguments of, “My attack is stronger than your attack because…” There is nothing to discuss with my system, because it would all be laid out for all to see. Here’s how.

Both fighters have 5 turns of charge and 1000HP.

EXAMPLE 1:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Has no energy to block the attack with.
Outcome - Fighter B has no energy to block the attack with, and therefore has to take the hit from Fighter A’s attack if he cannot figure out a way to avoid and or lessen the damage from the hit.


EXAMPLE 2:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Unleashes an attack worth 5 turns of charge at his opponent’s attack.
Outcome – The two attacks are of equal charge, and therefore of equal damage, they collide, if they cannot avoid each other somehow, and cancel each other out.


EXAMPLE 3:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Creates a barrier using 3 turns of charge, which is capable of sustaining exactly 300HP worth of damage, and then, after taking minimal damage (200HP) from Fighter A’s attack, fires a blast of energy worth 2 turns of charge at Fighter A.
Outcome – Fighter B takes minimal damage from Fighter A’s attack, but is still able to attack with a blast of lesser energy that Fighter A no longer has energy defense against.


EXAMPLE 4:

Fighter A – Unleashes an attack worth 5 turns of charge at his opponent.
Fighter B – Absorbs the 5 turns of energy from his opponent’s attack, and then unleashes an attack worth 10 turns of charge towards his opponent.
Outcome – Fighter A is most likely KO’d or heavily damaged by Fighter B’s attack.


These examples show how this system can be used to effectively reduce, if not eliminate many arguments that you may currently face within Leviathan Stadium. Now, once more this is just one example that could prove very effective if used correctly in balancing your character, even WITH their powers and stats being a little different than normal. Barriers can now be used fairly because they can take only so much damage before having to collapse from subsequent hits. Energy arguments will also become less frequent if you choose to use this style. Of course, this is only my way of doing things, and not everyone uses it. So, if you decide to use this, please be aware that not everyone will make use of this system like you will. But, if nothing else, it will help you to create a more equally balanced character, and help to balance out your attacking power with a rough idea of how strong your energy attacks should be.

I hope that this long spiel of mine will prove helpful to you at least in some way. If you have any questions about the system, please feel free to contact me via PM, AIM messenger, or MSN messenger. Until next time, happy Rping!
3nodding
PostPosted: Thu Aug 02, 2007 10:27 pm


Wise Words

-By TheMightyJello


themightyjello
((Though I noted that like a dozen times you mentioned me not being online, and I was online the entire friggin' night... if you need me, hit me with AIM, cuz that's always on, YIM is on sometimes, and MSN seems to glitch like all hell, so don't even TRY that...

If all else fails, send a PM... if it's before dawn on the western hemisphere then I'm probably here...))


--

WoGer
Sepha
((OOC: Just inform me how to join. First in formost, since n00bs seems to be normal, please know that I have great experience. If joining requieres nothing more than a simple description of my character, then tell me so I can post it and get on with it. ^,_,^))


(( Simply put... claiming experience gets you jack s**t here. You get your base amount of 'given a chance' respect, though you can lose that pretty fast... Don't say how experienced you are, prove how mature you are. That's all I can say.

Joining is moot, just enter like you would in a bar. 3nodding ))


--

Finally Josh
(( So, you don't really know anything specific about how you want the character, you just know that you want a multi-elemental? Or at last a multi-elemental user?

I think the important things to start with are this:

Who is the character? (Meaning, of course, what is the charater like? What makes him who he is? What drives him and makes him do what he does all the time? These are some things that you can only really develop through playing the character, but it's good to start with a general idea of what their personality should be, and work form that.)

What is the character? (Meaning what IS he? Is he a human, an elemental, an elf, a demon, a vampire, a werewolf, a robot? What!? From that you can work on how the powers you want him to have would fit in...)

What can he do? (Here's your powers... now, the important part is, you want the powers to somehow balance... Meaning that for every good, you have to have a bad, and for things like multiple elements, you have to accept the fact that because you're not using a single element, anyone who uses one of those elements as their only one will simply be BETTER than you at it by the rules of 'fair play and balanced characters'.)

And beyond that, it's all really aesthetics. :shrug: ))


--

Finally Josh
((Okay, first off, lets start with OOC and IC.

IC, of course, would be roleplaying, when a character does something to interact with his environment or other characters.

OOC is just the opposite, kinda like a teamchat feature when playing an online game. It doesn't affect the game itself, but the people playing can communicate nonetheless.

Everyone here who is using: (( )) around their text is speaking OOC, and is therefore immune to any sort of violence you wish to inflict upon them, since they're not technically HERE as far as the game is concerned.))


--

Finally Josh
(( Okay, the next part comes in detailing:

Obviously, there is a difference between:

[ *Walks in.* ]

and:

[ *Sion walks into the arena and quickly looks around in hopes of seeing someone.* ]

It's simply more pleasing to the eye, and it gives you a bit more credibility, which is a hard thing to come by on this site. Then, of course there are the more important details to add, rather than the ones to jus tmake it look pretty:

[ Shut up! ]

Compared to:

[ *Sion looks at Alexander and shouts at him.* Shut up! ]

It lets us know who you're directing your comments towards.

So, for an example post, there is a big difference between something like this:

[ *Walks in.* Hiyo. ]

And this:

[ *Sion walks into the stadium and looks around quickly. He spots Alexander standing down the hallway talking to Reiko and walks over to him.* Hiyo. ]

Following me? xd ))


--

Finally Josh
((I suppose I should move to this whole 'random violence' thing...

As we both remember, you seemed to be going on a bit of a 'neck snapping' spree there... In all honesty, unless you're dealing with a bunch of chatroom RPers who just started RPing 2 hours ago, that won't get you very far.

It's what's known around here as a 'munch', otherwise known as 'cheating'. Simply put, when you want something done, you have to make a good argument for it, and it doesn't really happen simply because you say it does.

Example:

[ *Sion, deciding that he really doesn't like Unsane, rushes forwards down the hallway and tries to stab him in the stomach with a knife.* ]

and then Unsane would get to say one of these two (or a variation on it, of course, these are just examples):

[ *Not seeing him coming, Unsane was taken by surprise as Sion's knife plunched into him, causing the front of his shirt to soak with blood.* ...holy ******** you b*****d! You ******** STABBED ME!!! gonk crying scream ]

[ *Unane heard Sion coming down the hallway, and turned to see Sion rushing towards him with a knife in hand. Not knowing what else to do, Unsane raised his hands and a wall of packed snow formed between himself and Sion.* ]

...like I said, examples, but you get the picture... A fight is more than one person saying "I stab you!" and the other person saying "I stab you TOO!!!"))


--

Finally Josh
((Which kinda brings me to my final point:

NEVER BE AFRAID TO ASK QUESTIONS.

If you don't ask, they don't tell. Learning is a process of filling in the gaps. Ask about what you don't know, ask for advice, ask for anything... the more you ask the more you'll learn, and the more you learn the better you'll get.

It's like math... they give you the easy stuff when you're little, then the build upon that later. Start with addition, then do multiplication, then move on to things like calculus.

Start with a bit of description, then move up from there at a pace you feel comfortable with. 3nodding ))


themightyjello
Phoenix-Alucard
*gets up and takes sword in right hand charges and slices throguh the tree kicks the tree in the air jump and slices the tree into fire wood then landing kneeling*


--

(( *Disects.*

1. A sword cannot be swung with enough force to cut down a sufficiently thick tree in one hit. Or at least a sane sword... I'm sure something like a buster sword could, but anything that actually EXISTS would snap the blade if it hit that hard.

2. You'd better have kicked that tree about 30 feet up the trunk, where the center of gravity is, or you'd have just kicked the bottom out from under it, and it would then spin around the other end upon an axis relatively centered to the center of gravity and smack you with the far side. xd

3. Again the above comment about chopping through the tree... but also, you'd never be able to reach very far on the tree at all, at most you'd get an eight foot section chopped up, because you can't really reach further than that, and it's not like you'd be moving along the tree while in the air to reach those other parts, even if you did have that much time to just kind of float there while it all happens.

4. Firewood? You mean sections roughly the size of firewood, right? I mean, unless you're intending to use it for a fire, it's not technically firewood... rolleyes ))

themightyjello
Latent Leviathan
ShadowMercenaryX
((Dude, I hear you. The world would be a much better place for RPing were it not for the massive numbers of Sephiroth and Vash clones running around being as uncreative as humanly possible... ))


---

((Let us not forget the honourable mentions... the Kenshin Wannabes! If Kenshin never existed, then every n00b on Gaia wouldn't be a Samurai warrior that can wield a katana like they wield a stick...))

(( Basicly, it all comes down to the basics...

You've got your:

Clouds: Huge sword, tragic past, hero complex...

Sephrioths: Huge sword, no past, constantly claiming to be the ultimate warrior...

Kenshins: Regular sword, irregular everything they do with it...

Godlings: Every type of spell imaginable, no casting time, and fight like the Sephiroths... ))

themightyjello
And as I part for the night, I leave you with the top three countdown of reasons as to why n00bs suck:

Number Three: By continuing to exist, they continue to prove Charles Darwin wrong.

Number Two: Every new 'sentence' that comes out of them replaces the last one at the top of the charts for stupid things people have said.

And the number one reason why n00bs suck:

Because Jesus doesn't love you.

Maximos
Crew

Dapper Lunatic


Maximos
Crew

Dapper Lunatic

PostPosted: Thu Aug 02, 2007 10:29 pm


Guidance


How To Fight, A Guide
-by Reiko and Kraun


The Character Creation Thread
-by Arcturus Highwind



Have a guide and want to share? Feel free to PM a moderator and have your guide or system added here!
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