Post by Void on Sept 25, 2004 3:30:29 GMT -5
I've had several requests for me to check the powers of a given character, so I thought I might do this to make my job a whole lot simpler. Basically, if you are unsure of a power, post it here and I'll check it over and give suggestions if it needs to be changed. A few things to keep in mind about powers:
Powers are pretty free in that you can be fairly strong by using them. One must remember, however, that there are limits. For example, a character who can call forth fire is (at the moment) totally acceptable, the fire itself, while powerful, isn't extremely so. The true strength of a power lies in how you use it. Controlling weather, shapeshifting (no dragons), summoning (again, no dragons), all of them are fairly free.
When using a power, think for a moment on how MUCH you can conceivably create. A power that makes thousands of tiny needles which it hurls at an opponent is one thing, but something that creates thousands of meteors? Not so good. General rule of thumb:
Tiny objects can measure in the thousands.
Small objects can measure in the hundreds.
Medium objects can measure in the tens.
Large objects can only be a few.
Massive objects are one only.
This counts for bladed things like needles (tiny), shurikens (small), blades (medium), lances (large), big rocks (massive). For every element (such as fire or ice) that you use, move the scale up one, so you can shoot hundreds of tiny fireballs, tens of small fireballs, a few medium fireballs, or one large fireball. Massive is not allowed. If you expend another power to strengthen the power, you can either double the number or increase in a size increment.
These rules aren't absolute, by any means, but they are a good thing to go by.
Powers that I will not allow:
Mimic Powers: These powers are probably one of the ones I detest the most. Basically they allow a character to copy their opponent's powers. Basically what this means is the character with the Mimic is pretty much guaranteed a win, as their opponent can't do anything that the mimic character is unable to do. Not to mention its like taking a possibly infinite number of powers for the price of one.
Broad Powers: Any power that is broad in nature such as "Psychic Powers" should be narrowed, so that they have to take one aspect at a time like "Telepathy" and "Telekinesis".
Auto-Hit Powers: Any powers that cannot be dodged are NOT be permitted.
Duplication Powers: Any power that allows a person to make a duplicate of themselves that has near or the same abilities as their true self should not be allowed for obvious reasons. If you can make two of yourself who can act independantly of each other, you gain an immediate and utter advantage in battle. What is allowable, however, is a power that will create an "avatar" of yourself that requires concentration to control.
Incorporeal/Etherealness: These powers should make it impossible for a character to do damage while in this state.
God/Dragon Powers: Powers that allow you to summon a god or dragon, or gain abilities that allow you to become like a god or a dragon are strictly forbidden.
Counter Powers: Powers that arbitrarily allow a character to counter whatever attack is thrown at them are strictly off limits. If there is more definition to the power, then I may accept it, depending on how it is made.
And this is one from Bassarov:
Time altering powers- only kaschei should be able to do this, since i think that is a very very powerful magic if used by the wrong person
I invite the other mods and players to post not only their powers, but ideas for power regulation. If we all work together we can eliminate most powergaming, ensuring that the combat aspect of this RP is as much fun as possible.
Powers are pretty free in that you can be fairly strong by using them. One must remember, however, that there are limits. For example, a character who can call forth fire is (at the moment) totally acceptable, the fire itself, while powerful, isn't extremely so. The true strength of a power lies in how you use it. Controlling weather, shapeshifting (no dragons), summoning (again, no dragons), all of them are fairly free.
When using a power, think for a moment on how MUCH you can conceivably create. A power that makes thousands of tiny needles which it hurls at an opponent is one thing, but something that creates thousands of meteors? Not so good. General rule of thumb:
Tiny objects can measure in the thousands.
Small objects can measure in the hundreds.
Medium objects can measure in the tens.
Large objects can only be a few.
Massive objects are one only.
This counts for bladed things like needles (tiny), shurikens (small), blades (medium), lances (large), big rocks (massive). For every element (such as fire or ice) that you use, move the scale up one, so you can shoot hundreds of tiny fireballs, tens of small fireballs, a few medium fireballs, or one large fireball. Massive is not allowed. If you expend another power to strengthen the power, you can either double the number or increase in a size increment.
These rules aren't absolute, by any means, but they are a good thing to go by.
Powers that I will not allow:
Mimic Powers: These powers are probably one of the ones I detest the most. Basically they allow a character to copy their opponent's powers. Basically what this means is the character with the Mimic is pretty much guaranteed a win, as their opponent can't do anything that the mimic character is unable to do. Not to mention its like taking a possibly infinite number of powers for the price of one.
Broad Powers: Any power that is broad in nature such as "Psychic Powers" should be narrowed, so that they have to take one aspect at a time like "Telepathy" and "Telekinesis".
Auto-Hit Powers: Any powers that cannot be dodged are NOT be permitted.
Duplication Powers: Any power that allows a person to make a duplicate of themselves that has near or the same abilities as their true self should not be allowed for obvious reasons. If you can make two of yourself who can act independantly of each other, you gain an immediate and utter advantage in battle. What is allowable, however, is a power that will create an "avatar" of yourself that requires concentration to control.
Incorporeal/Etherealness: These powers should make it impossible for a character to do damage while in this state.
God/Dragon Powers: Powers that allow you to summon a god or dragon, or gain abilities that allow you to become like a god or a dragon are strictly forbidden.
Counter Powers: Powers that arbitrarily allow a character to counter whatever attack is thrown at them are strictly off limits. If there is more definition to the power, then I may accept it, depending on how it is made.
And this is one from Bassarov:
Time altering powers- only kaschei should be able to do this, since i think that is a very very powerful magic if used by the wrong person
I invite the other mods and players to post not only their powers, but ideas for power regulation. If we all work together we can eliminate most powergaming, ensuring that the combat aspect of this RP is as much fun as possible.