Just being thinking of a few ways the RP's could be improved, more importantly so, the RP battle system, when I decided to take a glance at the rules and thought of a few ways they could be improved....
As they currently stand, the rules can be, how do you say...a little restrictive on the imagination, taking away from the unpredicatably of some fights...
The rules are in place to protect against godmodding and powerplaying however, I feel the current state is far more restricting than it should be and brings in a powerplay element of its own.....the possibility of blocking and dodging just about everything....
I know some of you out there will disagree but ill throw up a scenario for you, based on how the current rules go....
Cloud is fighting Sephiroth in a long battle, neither is gaining any quarter as they block and dodge each others attacks, Cloud makes a last ditch assault on Sephiroth, who is by this point totally exhausted and goes to omnislash a fatigued Sephiroth.....who blocks it!
Now I know what your going to say, but the people rp battling in that scenario could easily let the person hit them.....and what if they dont feel like being hit? or there in a bad mood?
Under the current rules system omnislash would be something like this:
Omnislash: Cloud unleashes a devestating assault of blindingly fast sword strikes, finishing off with a hugely powerful downward slash, this move costs Cloud a lot of energy, can be dodged or blocked however...
Now my proposal is to make a slight alteration of this, not to encourage powerplaying, far from it, im also very much against powerplaying and godmodding as it ruins RP's and RP battles to no end...
I propose a system that allows people to have unblockable or un-dodgeable attacks, but they have to carry special stipulations so the person RPing that character cant constantly post..."I used omnislash you cant block it your dead dude", "but more of I used omnislash, I hope it does enough damage because my character is going to be worn out after its done".
If anything id probably have a system much like often seen in the likes of most RPG's, some attacks can be unblockable, some undodgeable or even uninteruptable....but the stipulation would be your character can only designate 2 skills as one of these special flags, from the following list:
Unblockable
Undodgeable
Uninteruptable
Quick Cast (can be instantly cast once a RP battle rather than channeling it up for a moment like most spellcasting is written in RP)
Escape Spell (moves them to a safer distance, basically teleport as it should be but only useable once an RP battle)
Instant Rez, Sucidial skills, or life leeches would be outright disallowed as these are by far the most godmodding or powerplaying abilties going, however a life leech could be acceptable, if it was to say, drain at there strength weakening there next attack attempt while blostering your own, but the effect would wear off as soon as that round of attack writing is over.
Ultimate Attacks/ Desperation moves: No RPG or Anime has ever gone without some kind of powerful last ditch or desperation attack, since the days of D&D pen and paper these have been around, from the humble meteor spell, to the awe inspiring limit breaks we see today, Ultimate attacks have always been a staple part of the diet...
However under the current ruling, ultimate attacks and desperation moves are pretty much outright forbidden due to them being under the "powerplay" classification. Again I propose a change to allow every bio to be allowed to include one awe inspiring last ditch ultimate attack that would be extremely hard for there opponent to avoid, there will be however special stipulations in place, as well as every single ultimate move MUST I REPEAT MUST have a weakness and a counter to, either it be a magically enchanted shield that nullifies it, or it outright failing against certain types of armor....The attack also must be EXTREMELY DRAINING, hard to pull off (cant just start a fight and go straight off into your desperation, as that would just ruin the whole thing) and only useable if the right circumstances are met (Rage, Arena type, Magical conditions, Weather conditions, anything that would be a required circumstance, but the Ultimate attack requires to meet at least 2 different flags to be considered useable) and above all, none spammable.
So under the proposed system Omnislash would look more like this:
Omnislash : Cloud unleashes a devestating assault of blindingly fast sword strikes, finishing off with a hugely powerful downward slash, this move costs Cloud a lot of energy and he will be weak and exposed for a few moments afterwards, Cloud needs to have been injured and extremely enraged at his opponent to unleash this attack, it can be countered by an offense of your own knocking Cloud off his concentration and only the fastest can avoid the inhuman speed of Clouds swings, blocking does little to stop his brutal assault.
As you can see above, special stipulations have been noted, his ultimate attack also carries 1 unblockable flag, meaning he has 1 special flag to spend on another attack, and a counter of attacking him back to knock him off his concentration and stride have been noted.
Now lets talk about Procs....
Procs: most commonly found on weapons, from way back when, even before dungeons and dragons, weapons in rpg boardgames and so forth have carried procs. Procs are Pro-Active abilties that trigger on special circumstance such as "on-hit" or "on-block" and trigger off a special effect of some kind when activated...
Under the current system, most procs are outlawed and only a "few" are allowed, I put " over the few because I've yet to read a bio with any kind of proccing weapon, shield that have ever been accepted...
Proc's are an interesting way to give your character a special "thing" that makes them a little more unique, although as im informed they fall into the realm of powerplaying, however I dont believe this to be true as long as you meet special stipulations and flags that mean it cant always hit and wont always work.
Heres a great instance, The Ragnarok from FF6, a sword that on-hit has the chance to proc flare, this sword would be outlawed under the current structure as its deemed too powerful, however heres a way to make it work, without it being a "powerplay mod".
Ragnarok: The firey sword of the heavens, sometimes when the sword touches flesh, it will attempt to burn its vicitim with a firey flare blast, this takes a short moment to leave the blade as it flashes with white-hot light and casts out the flare, giving the opponent opportunity to move out of the way or get a shield up to block, because of its magical nature, the flare does little to no damage to anything protected by magic forces or made of fire.
As you can see, the ragnarok would still carry its proc, but it wont always trigger when it strikes someone and there are special stipulations in place allowing for it to be defended against, or even outright resisted.
Poisons: As far as im informed, poisons in any way shape or form, are outlawed, again, I feel this takes away from the imagination and does damage to anyone wanting to RP as assassins, thieves, toxic mages or anything else that might make use of poisons.
Poison has always been a huge part of the toolset of the characters that travel "the darker path" and to completely dissallow all forms would not allow the character to live to its potential..
My proposal is to allow certain poisons, but again carrying special stipulations, such as ineffective against certain races, or even outright resistable.
Poisons would also follow a short duration system, they cannot be active for the entire battle if they take effect, and could possibly take a while to come into play as the poison works its way into the opponents body, so there is plenty of time for the victim to drink an antidote, cleanse themselves or do whatever they have to do to avoid the effects of the poison before it takes hold.
Poisons Id allow:
Numbing: Slows the character down when it takes effect, making it harder, but not impossible to dodge.
Vision Bluring: Impares the characters vision making it harder for them to strike there target (moves become more telegraphed), but still possible to strike as it only blurs there vision and not outright impares it.
Strength Weakening: Weakens the characters muscles, making there strikes weaker for a short duration making them much easier to block, they do less damage to there opponent but can still hit them regardless.
Poisons I wouldnt allow: Anything that holds a character in place, paralyses them or stops them from being to act of there own accord, the idea is to only make there job a little tougher, not outright dominate control.
More suggestions will follow, your welcome to discuss these ideas amongst yourselves or come up with your own!
Lets see if we can take the RP battle stories to the next level, and make them a little more accessable and fun for all, allowing for that little bit more imagination, and a little bit less red-tape
As they currently stand, the rules can be, how do you say...a little restrictive on the imagination, taking away from the unpredicatably of some fights...
The rules are in place to protect against godmodding and powerplaying however, I feel the current state is far more restricting than it should be and brings in a powerplay element of its own.....the possibility of blocking and dodging just about everything....
I know some of you out there will disagree but ill throw up a scenario for you, based on how the current rules go....
Cloud is fighting Sephiroth in a long battle, neither is gaining any quarter as they block and dodge each others attacks, Cloud makes a last ditch assault on Sephiroth, who is by this point totally exhausted and goes to omnislash a fatigued Sephiroth.....who blocks it!
Now I know what your going to say, but the people rp battling in that scenario could easily let the person hit them.....and what if they dont feel like being hit? or there in a bad mood?
Under the current rules system omnislash would be something like this:
Omnislash: Cloud unleashes a devestating assault of blindingly fast sword strikes, finishing off with a hugely powerful downward slash, this move costs Cloud a lot of energy, can be dodged or blocked however...
Now my proposal is to make a slight alteration of this, not to encourage powerplaying, far from it, im also very much against powerplaying and godmodding as it ruins RP's and RP battles to no end...
I propose a system that allows people to have unblockable or un-dodgeable attacks, but they have to carry special stipulations so the person RPing that character cant constantly post..."I used omnislash you cant block it your dead dude", "but more of I used omnislash, I hope it does enough damage because my character is going to be worn out after its done".
If anything id probably have a system much like often seen in the likes of most RPG's, some attacks can be unblockable, some undodgeable or even uninteruptable....but the stipulation would be your character can only designate 2 skills as one of these special flags, from the following list:
Unblockable
Undodgeable
Uninteruptable
Quick Cast (can be instantly cast once a RP battle rather than channeling it up for a moment like most spellcasting is written in RP)
Escape Spell (moves them to a safer distance, basically teleport as it should be but only useable once an RP battle)
Instant Rez, Sucidial skills, or life leeches would be outright disallowed as these are by far the most godmodding or powerplaying abilties going, however a life leech could be acceptable, if it was to say, drain at there strength weakening there next attack attempt while blostering your own, but the effect would wear off as soon as that round of attack writing is over.
Ultimate Attacks/ Desperation moves: No RPG or Anime has ever gone without some kind of powerful last ditch or desperation attack, since the days of D&D pen and paper these have been around, from the humble meteor spell, to the awe inspiring limit breaks we see today, Ultimate attacks have always been a staple part of the diet...
However under the current ruling, ultimate attacks and desperation moves are pretty much outright forbidden due to them being under the "powerplay" classification. Again I propose a change to allow every bio to be allowed to include one awe inspiring last ditch ultimate attack that would be extremely hard for there opponent to avoid, there will be however special stipulations in place, as well as every single ultimate move MUST I REPEAT MUST have a weakness and a counter to, either it be a magically enchanted shield that nullifies it, or it outright failing against certain types of armor....The attack also must be EXTREMELY DRAINING, hard to pull off (cant just start a fight and go straight off into your desperation, as that would just ruin the whole thing) and only useable if the right circumstances are met (Rage, Arena type, Magical conditions, Weather conditions, anything that would be a required circumstance, but the Ultimate attack requires to meet at least 2 different flags to be considered useable) and above all, none spammable.
So under the proposed system Omnislash would look more like this:
Omnislash : Cloud unleashes a devestating assault of blindingly fast sword strikes, finishing off with a hugely powerful downward slash, this move costs Cloud a lot of energy and he will be weak and exposed for a few moments afterwards, Cloud needs to have been injured and extremely enraged at his opponent to unleash this attack, it can be countered by an offense of your own knocking Cloud off his concentration and only the fastest can avoid the inhuman speed of Clouds swings, blocking does little to stop his brutal assault.
As you can see above, special stipulations have been noted, his ultimate attack also carries 1 unblockable flag, meaning he has 1 special flag to spend on another attack, and a counter of attacking him back to knock him off his concentration and stride have been noted.
Now lets talk about Procs....
Procs: most commonly found on weapons, from way back when, even before dungeons and dragons, weapons in rpg boardgames and so forth have carried procs. Procs are Pro-Active abilties that trigger on special circumstance such as "on-hit" or "on-block" and trigger off a special effect of some kind when activated...
Under the current system, most procs are outlawed and only a "few" are allowed, I put " over the few because I've yet to read a bio with any kind of proccing weapon, shield that have ever been accepted...
Proc's are an interesting way to give your character a special "thing" that makes them a little more unique, although as im informed they fall into the realm of powerplaying, however I dont believe this to be true as long as you meet special stipulations and flags that mean it cant always hit and wont always work.
Heres a great instance, The Ragnarok from FF6, a sword that on-hit has the chance to proc flare, this sword would be outlawed under the current structure as its deemed too powerful, however heres a way to make it work, without it being a "powerplay mod".
Ragnarok: The firey sword of the heavens, sometimes when the sword touches flesh, it will attempt to burn its vicitim with a firey flare blast, this takes a short moment to leave the blade as it flashes with white-hot light and casts out the flare, giving the opponent opportunity to move out of the way or get a shield up to block, because of its magical nature, the flare does little to no damage to anything protected by magic forces or made of fire.
As you can see, the ragnarok would still carry its proc, but it wont always trigger when it strikes someone and there are special stipulations in place allowing for it to be defended against, or even outright resisted.
Poisons: As far as im informed, poisons in any way shape or form, are outlawed, again, I feel this takes away from the imagination and does damage to anyone wanting to RP as assassins, thieves, toxic mages or anything else that might make use of poisons.
Poison has always been a huge part of the toolset of the characters that travel "the darker path" and to completely dissallow all forms would not allow the character to live to its potential..
My proposal is to allow certain poisons, but again carrying special stipulations, such as ineffective against certain races, or even outright resistable.
Poisons would also follow a short duration system, they cannot be active for the entire battle if they take effect, and could possibly take a while to come into play as the poison works its way into the opponents body, so there is plenty of time for the victim to drink an antidote, cleanse themselves or do whatever they have to do to avoid the effects of the poison before it takes hold.
Poisons Id allow:
Numbing: Slows the character down when it takes effect, making it harder, but not impossible to dodge.
Vision Bluring: Impares the characters vision making it harder for them to strike there target (moves become more telegraphed), but still possible to strike as it only blurs there vision and not outright impares it.
Strength Weakening: Weakens the characters muscles, making there strikes weaker for a short duration making them much easier to block, they do less damage to there opponent but can still hit them regardless.
Poisons I wouldnt allow: Anything that holds a character in place, paralyses them or stops them from being to act of there own accord, the idea is to only make there job a little tougher, not outright dominate control.
More suggestions will follow, your welcome to discuss these ideas amongst yourselves or come up with your own!
Lets see if we can take the RP battle stories to the next level, and make them a little more accessable and fun for all, allowing for that little bit more imagination, and a little bit less red-tape
