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SkyeDarkhawk

PostPosted: Sat Aug 02, 2008 8:27 pm


I had the idea for a Tier based system for magic skill levels. I proposed this to Inu without being able to explain it before I was shot down. Since then, I've thought about it more, and came up with the following information.
Also, I find it slightly... strange, in the current system a person can go from a novice (someone who can't do anything) to suddenly be able to cast magic almost easily of varying abilities and strengths. With my proposed system, a slightly more balanced idea was formed, and gives way to, what I feel, is a easier system to follow. While it is more complex, it provides a firmer guideline, and hopefully a rough idea, of what your character should be able to do in general.

The idea for Tiered Magic Ability is as follows
Unknowing
Years of Training required: Lack of training required

Available Tiers: None
Explanation of Tiers

A person in this classification may know about the magic schools, but does not understand their functions, processes, or abilities. Because of this, they are not strong against any specific type of magic, or weak against any type of magic (outside of racial abilities). They cannot cast magic nor counter magic on their own. It is just something being their grasp.

Novice
Years of Training required: 6 months to 3 years

Available Tiers: Beginner, Knowledged, Experienced
Explanation of Tiers

- Beginner -
The Beginner Novice understands the principles and ideas of the classification of Magic. They may attempt spells, but they will often fail, backfire, or cause unintended side effects (both if successful if cast and unsuccessful).
- Knowledged -
The Knowledged Novice understands the principles and ideas of the classification of Magic. They have practiced and studied the particular area for an extended period of time (greater than 1 year of their life). They can cast spells, but still fail frequently; failure is not as common, and does not always include negative side effects. It is not nearly as common for an Knowledged Novice to have spells backfire, but it is slightly more hazardous if one does as more energy is often going into the spells.
- Experienced -
An Experienced Novice has spent countless hours, days, weeks, months, and often in excess of 3 years of studying their preferred area of magic. It is rare for their spells to fail, backfire, or cause unwanted side effects. However, they can still occur and can be potentially extremely dangerous to both the caster, and the target.


Average
Years of Training required: 3 years - 7 years

Available Tiers: Learned, Knowing, Adept
Explanation of Tiers

- Learned -
One who is Learned in their school of magic has a fairly decent chance that all cast spells will be successful. However, failed spells no longer cause drastic negative side effects. Spells that backfire now only effect the caster instead of the surrounding area.

- Knowing -
One who is Knowing in their school of magic has an impressive chance of their spells being cast successfully. Of the spells that fail or backfire, little to no problems arise depending on the strength of the spell attempted. However, when problems do occur from a mishap with the spell, they effect the caster greatly.

- Adept -
One who is an Adept in their school of magic have a huge chance of their spells being successful. When a spell fails, they can counter the side effects of the spell with a good deal of effort, effectively negating any damages or side effects from occurring. However, attempting to counter a failed spell causes great fatigue on the caster, leaving them in a weakened state directly affecting the focal point of that school of magic (Liver, heart, eyes, etc).


Skilled
Years of Training required: 7 to 15 years
Available Tiers: Impressive, Outstanding, Near-Master
Explanation of Tiers

- Impressive -
A caster who is Impressive in their school of magic shows great control over their element, but will at times, find trouble in regaining control of difficult spells. Spells now rarely backfire or fail, and countering the effects of a mishap spell does not fatigue the caster as greatly as before. However, it still strains the body to a point of near weakened state.

- Outstanding -
Someone who is Outstanding in their school of magic rarely loses control of their magic. Countering someone else's spells is now available IF they are of an opposing element (Fire-Water, Wind-Earth, Dark-White). However, attempting to directly counter the spell casting itself, causes overwhelming stress to the body and controlling organs.

- Near-Master -
Someone who is a Near-Master in their school of magic is not known for ever losing control of their magic. They counter their own mishaps spells without anyone but themselves knowing that it happened (no stress is shown from doing so). Countering other caster's spells no longer causes overwhelming fatigue and stress, but remains ever difficult to completely counter their spell.


Master
Years of Training required: 15 years to 25 years; some birth rights may advance this

Available Tiers: Master, Grand Master
Explanation of Tiers

- Master -
The Master of a school of magic is typically successful in countering other magic schools, but is usually limited to three to four counters in a day or two. Countering causes great stress to the body and controlling organs; however, by now they are trained well enough that no long term effects occur. Masters may also cast two spells at once.

- Grand Master
A Grand Master in a school of magic seems unbeatable. However, they are limited greatly by their own physical body while their mana reserves and controlling organs are hardened to preserve through tough situations. Grand Masters can easily counter one spell a day, and up to 10 spells in a day or two. Exceeding 6 counter spells in a day may cause excessive wear on their bodies and controlling organs; however, after a few days rest they should regain full functionality.


Superhuman
Available Tiers: Grand Master Adept, Grand Master Senior, Superhuman
Explanation of Tiers

- Grand Master Adept -
A Grand Master Adept of a school of magic is rarely seen as nearly 25 years or more of training is required to attain such a level of skill, or have a natural attunement towards that particular school of magic from birth, either by race or other overwhelming factors. A Grand Master Adept is nearly the same as the Grand Master; however, all spells flow freely and without much effort placed into the spell. Countering spells is nearly reflexive, and may be done in excess of 20 times in a few days time. Fatigue from casting and counter-casting is unheard of, but may be reached if excessive casting is performed in rapid succession.

- Grand Master Senior -
35 years of training required, or birth right and training required. A Grand Master Senior rarely tires from casting or counter-casting when exceeding 50 casts/counter-casts in a day or two's time. Even with rapid-fire casting/counter-casting, exhaustion does not set in until over an hours' worth of rapid casting has occurred.

- Superhuman -
Birth right and excessive training required, life altering events suggested to trigger an explosion in training, emotions, or possession as for good reasoning to be at this level.
As far as Nao is concerned, no one should be at the Superhuman level.
Someone who is Superhuman in a specific school of magic has all magic at their command at a reflexive state. Counter-casting is reflex based and does not tire the caster. Rapidly casting in excess of 5 hours will begin to show fatigue on the caster; however it will be minimal.
Again, as far as Nao is concerned. No one should be at this level at this time.

That is my idea for Tiered Magic Abilities.

Now for my ideas on the classifications of magic.

You may cast magic out of your tier bracket. Novice can try to cast Average Leveled spells and such. However, this comes at a great risk. The chance of failure and backfiring will be quadrupled per level. This may seem like a lot, but try to do something you've never done before. It's a little risky. If spell fails, it will cause fatigue and stress, and possible permanent damage to the controlling organs. Even if the spell is cast successfully, a tremendous amount of strain is put on the controlling organs and will cause excessive fatigue in the caster, putting themselves in grave danger.
For example; if a novice tried to cast a spell with a 10% failure rate at the Average level, it would have a 40% chance of failing. However; If a novice tried to cast a spell with a 10% chance of failure at the Skilled level, it would have a 160% chance of failure. As you can see, this would be a bad idea. It obviously just gets much worse as the level increases.

As for tiered magical abilities, each level of skill can roughly be broken up as the following:
Unknowing - You don't know magic, you can't defend against it either.
Novice - Novices can cast magic, but their spells are limited to attempting control of the element.
Average - Those who are Average in the school of magic can use their element with difficulty, but can succeed in doing what they wanted... for the most. Either magic is defensive, or offensive, but not both.
Skilled - Those Skilled in this school of magic have gained control of the element and now can wield it both offensively and defensively.
Master - Sub-categories in the magic school can now be used (Wind -> Lightning for example)
Superhuman - There is nothing this person can't do with their element.

Each element of magic has a sub-category.
Air has Lightningh
Fire has Magma/Lava
Water has Ice
White has Offensive Holy
Dark has Summoning
Earth... well, I'm not creative enough to come up with a real subcategory for it; however, being able to move larger objects or effect larger areas with the magic would still classify as a sub-category (Stronger and greater control of the element).
Illusion magic is mutli-classed. Each class of magic will have its own illusions based on their element to use as a distraction to allow the illusions to work. However, you must be trained in the ability to use your element's illusion based magic before you can even start to cast it. In which, add 1 year of training to each classification for Illusion training.

There should also be a non-elemental magic, Arcane. This magic should not be more effective against anything, nor strong against anything in particular. This should be known as "Old Magic" as if something that does not seem to fit into any elemental category nor physical skill because the spell was made before elemental affinities where created. If Arcane magic were to be implemented, Illusion magic would no longer be multi-classed, but instead just fall under the Arcane school of magic. Arcane magic would have no sub-category nor expanded strengths. The magic that exists for Arcane spells just exist and cannot be altered or improved as they have been tested throughout time, and found perfect. Transmutation may be classified as Arcane magic, if anyone has this ability.

I also have an idea for a new spell template.
Spell Name:
Spell Category/Element:
Minimum Required Skill Level:
Chance of Failure/Backfire:
Effects of a Mishap (Failure, Backfire, etc):
Counter Requirements:
Dodge, Block, or Counterable:

Spells should never have a zero failure rate. Everything has a chance to fail. Also, no spell should be uncounterable. You can however, within reason, make a spell extremely difficult to counter. But; with a lower chance of failure and a steeper requirement to counter it, the Required Skill Level should also increase. As for "Dodge, Block, or Counterable" this is where you would put how one could stop the spell from effecting their players. If a spell cannot be blocked or dodged, it should be counterable. Use your best judgment here.

Will Power and Intelligence should have the greatest impact on a player's magic skill levels. While it should not be a direct reflection, it should be pretty close.
Power is the amount of times a player can cast magic. The higher the level in power, the more often you can cast magic. Even Superhuman levels have their limits, no more than 50 casts of a low level spell in a 48 hour period.
Other stats, like Agility and Dexterity should effect the school of magic associated with the movements required to perform the spells.
For example:
Strength should directly influence Earth Magic.
Dexterity should directly influence Water Magic.
Agility should directly influence Air Magic.


Please give me your thoughts, feelings, and any other ideas you might have after reading this. As the poll states, if you find anything confusing or you think just won't work; post it and we'll discuss it.
This is an idea. Not a new set of rules or anything. Just something that I think will help quell some of the issues that seem to be rising.
I can expand on any section if needed. If you feel like something needs to be explained more, please let me know and I'll get right on it.
None of this is official or anything, I'm just present my idea on how magic should work, and I'd like to know what everyone else things about my idea.
PostPosted: Sat Aug 02, 2008 9:00 pm


I've read through you're ideas on the tier based system, and I do like the idea of having schools were some of the characters can learn things and gain rank. There are a few things I would like to ask/say

- I'm not complety sure on the time it would take to learn these magical abilities. In any normal sense it proably would take the time you're stated to learn these abilites, but would this be able to fit into the main plotline? for example, I've seen neko and yuki use a few spell abilites, what level would those attacks be at? and whow ould have taught them how to use it?

plus if any characters inside rp want to learn said abilties, would we have to rp this all out?

- another thing that I've noticed is the fail rate seems to be really high, and it is coupled with possible damage to peoples internal organs. That would be a very bad combo in any situation, especialy since some magic, like healing/white magic, is based on important organs like the liver. And some organs can't take much damage at all without having serious side effects (eg. Brain, heart. Basicly, alot of the cons outweight the pros

- how much would someone with no magical abilties be at disadvantage with, against someone with magical abilities?

- What would happen to people if they were in a life or death situation? Sometimes I can imagine my character would sometimes manipulate water unconsiously in a attempt to protect herself if she was about to kark it. For example if she was near a tap, it would blow off and shoot water at whatever was attacking her.

poke mattix

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SkyeDarkhawk

PostPosted: Sat Aug 02, 2008 9:21 pm


The times are just there for suggestions. I felt like they were realistic, and for already existing abilities and spells, everyone should be more than able to do what they want. Hitsu mentioned to me while I was writing this that the youngest current player is Mitsu, at 17 years old.
With racial bonuses, like a dragon's affinity towards fire/holy, it may only take them 7 years to reach a mastered level. The same would apply to any other race that would have a specific connection to a particular element.
As for RPing the learning process, you can do as I do with my characters, and just remove them from active play to have them perform boring chores and tasks like traveling between towns, meeting with the "main" people, etc. I would imagine there are "cram-schools" that would attempt to teach you the next level of magic in the fastest time possible.


The rate of failure is high on lower skill levels, but the risk of permanent damage or possibly fatal damage at those same levels is low. For example, a failed white magic spell may cause the heart to skip a beat, or stop for a moment. A spell that focuses on the brain, my cause a small seizure or lapse in memory. You can decide how your spells effect the body when they fail or backfire.
The second rate of failure is when someone on a lower level attempts to cast a higher level spell. This in and of itself is a bad idea.
Think of it like this. I just started lifting weights, I can only lift 15lbs of weight with ease. However, I'm gonna try to lift this 250lbs of weight with no training before hand. You can see how this is a bad idea, and how it will negatively effect my body (and ultimately fail). Same applies for magic. Trying something well beyond your grasp won't work, and will harm you.


Someone without magical abilities. Think of it as not knowing how to use a gun, and somebody holds you at gunpoint. Just because you may not really know what it is, or how it works, doesn't mean you can't defend yourself or get the upper hand.
Martial Arts often trains people on how to gain the upper hand against someone with a weapon of any kind.
Just because someone doesn't have any magic ability at all doesn't mean they are completely defenseless. If someone throws a fireball at you, wouldn't you dodge it, or at least try to?
Obviously there will be some things that will be beyond the grasp or knowledge of a person to avoid an attack or protect against it, but that can be true about real life.


You are more than welcome to give a racial based ability to control things on reflex or in a unconscious state if this system would be implemented.
There's nothing wrong with being able to control an element when the body has moved into a state of emergency and it takes control of itself to keep itself safe.
I would imagine that someone with an Earth affinity would create an earth tomb around themselves to prevent further damage, and other such actions for each of the other elements.

If you have any further questions or concerns, don't hesitate to ask.
PostPosted: Sat Aug 02, 2008 10:17 pm


Hrm.. I'm not so sure about this, but I can't quite pinpoint what it is exactly that bothers me right now.

And one question... about the fail rates. If casting a spell higher than your level is harder... shouldn't casting one lower than your level technically be easier and lower fail rate to some extent? Probably not 4x easier per level but something. Since... while it could be possible, it'd be kinda silly for a master to fail casting average spell. It was kinda mentioned in the tier descriptions but that's about it.

I still can't quite figure out what's bothering me... but maybe it'll come to me in the morning when I'm not so sleepy.

Blade Kuroda

Militant Raider



Hitsuzen

Vice Captain

Naughty Advisor

PostPosted: Sat Aug 02, 2008 10:29 pm


I've already mentioned this at least in part, but I'm going to say it here too. Here, because even though this might not be the place for it this thread is about suggestions and ideas as well, so... Yeah, I can delete it if Skye or Inu want me to.

I'm upset right now. Not mad. Quite the opposite, really. I'm sure that in the end I am letting my paranoia get the better of me and make me worry about the worst possible scenario being the result of this, at least I hope I'm just being paranoid.

I think that tiers are a good idea, but I think that this is probably more extensive and detailed than needed. I know that Skye put alot of thought and work into it, and I'd like to see it given some sort of consideration even if just bits and pieces. I really like Mitsu's method of letting us make up the spells, but I think there needs to be more details provided for the skill levels and I do think that the ability leap between Novice (as in sticking with Inu's rule of not being able to cast at all) to Average is a lot, since someone's got to be in that stage of trying it out, capable of weaker spells and casting (be it useful or successful or not), before they can have an average level of skill. It's probably a bad example, but a baby doesn't go straight from being a helpless wiggling ball to walking around. They first have to learn how to lift their head, sit up without falling over, crawl, and then walking comes into play.

Now, I kinda wish I never would have made that thread with magic restrictions, and just let people think as they would. I was, like these two, trying to help put a better description to things, perhaps give a better idea of how I thought the different types of magic worked. My most important reasoning behind it was to give a fighting chance to those who were either weak in magic, or didn't rely on it at all. I wanted there to be a way for these characters to disable a magic user from leaving them with no fragment of a chance of winning in a fight. Someone said that they had never thought that Nao was going to revolve so much about fighting, and I have to admit that I didn't either. I knew that there would be fighting, because without danger and bad guys it would just be lame. However, at this point I'm so sick of seeing any level of violence that I'm about to the point that I'm just going to write out Hitsu and Yuki until everything is sorted out, if not out for good. I don't want to resort to it, because I had plans and I know that others did as well. But, if it comes down to it, I'd much rather have wasted my time than risk losing friends.

I might sound like I'm being a drama queen, and maybe I am, but I'm being honest about how I feel right now. The two people that I care the most about in the world are standing on opposite sides of an issue that is going to have a serious effect on the way things are working here, and while I know that both sides have their good and bad, and I know that something needs to happen that's better than what's going on right now... I just have no idea which way to go, and I'm just left to hope that if there's not some sort of mutual agreement that grudges aren't held and people don't end up hating one another. I feel retarded to be this upset about RP, of all things, but the way I see it these characters are extensions of ourselves, so if someone does or says something that we don't like, it's going to hurt even if it's not against you personally. After going this long without much of a barrier, it's rough being told that what you'd been doing (or planned to do) all along isn't going to cut it anymore.

To those it concerns, I'm sorry. I really just can't think anymore. I just want it to be fun like it was a couple of days ago, without worry. We're all supposed to be happy here, aren't we? I just want everything to return to normal, or at least for there to be some sort of solution that's not going to upset anyone in the end. Near impossible, I guess, but I hope I can dream.
PostPosted: Sun Aug 03, 2008 4:13 am


o.o; Hokay..I'm going to post again, just to confirm some things about hitsus post and say my own piece. I'll say now that I don't know if this does include me or not, but since I am one of the "BATTLE CRAZY RAWRR" people I'll say I'm sorry if I have been over zellos in my attempts at a battle. If there is ever a time, that someone does not want me to do something or would like me to stop then please, by all means say so. I want everybody, including myself to have fun.

Personaly, one of my fave things to do in a roleplay is to have a rp battle. I rarely ever get a chance to have a serious roleplay and alot of the time it's a bunch of "oh hai whats up" omg nothing how about you lets mingle!" stuff thats just bleh. I'll also note that I have done karate IRL and I am a blue belt, so I do know how to throw punches

Anyway thats my explaination of what I like doing so, back on topic.

Now that skye has thankfully explained to me his point about magic vs non magic users, I can say that there could be a fair few ways to prevent said person from using thier magical attacks or gaining the upper hand on them, so there wouldn't be unfair advantages. For example, I'm sure that most spells will take time to be formed, so theres always the time inbetween that to make an attack. Plus, I still think that guns are a mother f-in pain when it comes to fist fights, and I would imagine it would be the same with magic users; It takes less time to pull a trigger then to say a few magic words. And as it says in the injury thread, if a persons arms, legs are injured then it would be harder to do the spell, so a few punches and kicks to the right areas will do some damage.

Theres plenty of things a person could do (hopefully) in situations so I guess it just takes imagination with whatever we have handy.

Also, since hitsu has stated that theres to much a** kicking then how about we do this; everytime we come to some sort of fight involving characters, we take that fight to another thread and in the main rp, do a time skip?

I'll also apologise again if I've just stepped on somebody's toes. I really don't know whats happening, and coupled with time zones as well as other things I need to do IRL I can miss things.

poke mattix

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Blade Kuroda

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PostPosted: Sun Aug 03, 2008 2:20 pm


I personally like a good rp battle myself... so I know I've only contributed to the problem since I joined. @_@

But.. I think I know what's bothering me... Not entirely sure though.
I think... it's the massive amount of detail that bothers me some. Aside from failure rate, there's the proposal about linking stats with the elements.. which may essentially throw some people off completely..

I guess in a way I feel that this is kinda making things overly complex... or something like that.
PostPosted: Sun Aug 03, 2008 2:47 pm


Blade Kuroda
I personally like a good rp battle myself... so I know I've only contributed to the problem since I joined. @_@

But.. I think I know what's bothering me... Not entirely sure though.
I think... it's the massive amount of detail that bothers me some. Aside from failure rate, there's the proposal about linking stats with the elements.. which may essentially throw some people off completely..

I guess in a way I feel that this is kinda making things overly complex... or something like that.


The stats that influence from other stats thing was an example, but doesn't necessarily have to follow the examples I gave, but they did make a bit more sense, to me at least. Not saying that each stat should govern a specific type of magic, just that some stats lend themselves very well to certain types of magic.

Again, none of this is what we have to follow. It's simply an idea I had (I tend to over-complicate things) and I want to see what everyone thinks about it. It's very open to suggestions and I'd like to hear what people think about any of it (all of it in a whole, or just parts).

I also have Hanse fight alot, but that is part of his nature. He's extremely aggressive and he just hates everything that breathes. And it seems like he's a bit more than he should be; however, once I'm finished with his back story, it'll be explained why he's so angry and such a skilled fighter (both physical and magical). Skye on the other hand... I'm having to rework because spells that used to be okay in one category, no longer fit as there is disagreements in the background of the rules that just seem to be moving in every direction.

I know everything I've had for an idea seems over complicated, but it's almost necessary to ensure that everyone can see where their skills should fall based on time and their overall ability they'd like to have their characters to have. Each race should have a preferred type of magic or at least a type of magic that they are supposed to be good with.
And currently, the structure that exists, is barely a skeleton to follow. It really needs to have some more meat to it. What I have, is fleshed and clothed, if you get my meaning.

As for casting lower level spells, Blade; your character had to spend time learning and mastering the previous skills before moving on to more powerful spells. Using Hitsu's example, a baby isn't born with the ability to run before it can crawl. It takes time to learn how to get up to that point, and all previous skills as it progresses towards newer ones are still there and become second nature. It's not like when you learned how to run you forgot how to walk. Or when you learned how to drive a car you forgot how to ride a bike. Think of it in that manner.


Once again, if anything seems confusing or misplaced, bring it up and offer a suggestion if you can on how to make it seem more clear. Even this information is bare-boned of what I can actually do. I had been working on a sort of "calculator" for Nao that would take our magic abilities, regular abilities, and level of skill and determine the outcome of a battle; and it would include an RP like description of the entire process, stating who used what skills (both magical and physical), how much damage was incurred, how much was resisted or blocked, and other general information. I have since lost the program that did it, but I could work it back up if it deems itself required if complaints continue to rise about things seeming unbalanced or fair.

>_> Anyway, please. If you guys have questions about any of my ideas, or have ideas of your own, please post them. It doesn't even have to be related to anything this thread.

SkyeDarkhawk


Inu-Mitsu
Captain

Werewolf

PostPosted: Sun Aug 03, 2008 4:03 pm


I'm not really sure where to start with all of this but here goes my best shot.

First off, Skye, I appreciate the thought and effort you put into your idea. I can see where it would be useful and helps give a better idea on where their character stands with their level of magic. However, you are making this far more complicated than it EVER needed to be. I know your only trying to help me out and help the roleplay out but at this point I'm beginning to regret magic even exists. Its seems to be the main and in some instances the only major problem we have had with the roleplay. It hasn't been the fighting, not so much the drama or angst (though that is a factor), but the use of magic. When it comes to magic it seems to be the one thing that no one can fully agree on.

I left the stats the way they were because it was simple and easy to understand. You could see where your character fell in at and could see what level of magic you could use. How far into that level you were would determine how easily that level of magic would come to you. While I respect the thought that you can't learn without trial and error it kinda erases the boundries that were put in place to begin with. It was everyone's choice in the beginng to place their character where they wanted at each level for Strength, Agility, Willpower, Power, and so on. If you are unhappy with the level you are at and want to do higher levels of magic then you need to remake your stats and sacrific a high stat in something else to allow that. You can't have your cake and eat it too.

Now, I can see a point to the bridge between levels but if this were to come about there would have to be a solid rule about it. Considering you have three tiers for each level we'll say they are levels one for beginnger and level three for master of that skill level. If you are a level one or two and make an attempt at a spell at the next skill level it will have a 100% fail rate. If you are a level three you may attempt a level one spell in the next skill level up but it will still have a 75% fail rate and a dice will be required to roll to see if it works. A four sided die, you choose one number. If you manage to choose the number you picked than it works other wise the spell will fail and with consequences.

I'll see what I can do to put this into the works somehow since you've obviously put a lot of time and effort into it. I guess we'll ...set up another thread or would this fall under another one? Anyway I gues Hitsu and I will work something out.
PostPosted: Sun Aug 03, 2008 7:47 pm


I really just wanted my idea out there in the wild. You don't have to implement any of it at all, or if you do, you don't even have to do it verbatim.

I'd like to see everyone get together and come up with something we can all agree on.

I only fleshed it out as much as I did because I go into that sort of detail first in my head. I honestly only spent maybe an hour or so coming up with that. If I needed to, I would go into much, much more detail per tier in each skill and actually outline each available spell, the effects, and everything. But, that's way too restrictive and would piss people off, and it would be from my perspective.

I'd really like to see everyone reach a common ground so we can all continue to be content with our characters and not really have to change anything but the way we think about how our actions in the roleplay will effect our own characters, and others.

SkyeDarkhawk

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