So, as I was reading the rules on magic, I spotted a few things that could use some improvement. Most are minor stuff, but there is a major one. I am going to list the issues I see here, and for each I will suggest a possible solution.
1) Learning spells. The way the magic template is made, it looks like, upon creating my magic, I am expected to create ALL the spells that come with it, even those that I cannot yet learn because of my rank (like, I start at D rank, but when I make my magic I create even the S-rank spells for it). Which begs the question: once all the spells connected to one magic are made, how do we actually learn them?
2) Perks. Both the magic regulations and the magic template make it clear that each magic is supposed to have perks, but explanations on what actually these perks can be, or what limitations there are on them, are scarce. In particular, the section concerning Slayer magic gives a generic explanation of the usual Slayer stuff (eat your element, get motion sick etc), and then stat that "you get these perks". It is not clear if those are all you can get, if you can add more of your creation when you make your specific Slayer magic, or even if those count as perks of a specific rank. In short: all info the current rules have on perks are kinda vague.
3) Spells, and this is the major issue I see. The way the rules are worded now, it sounds like each spell of a specific rank can have a maximum damage output, a maximum range and a maximum AoE. Like for example, a D-rank spell can have a power of 1, a range of 15 m, and a AoE of 15m radius. What you probably didn't realize when writing these rules is, by wording them this way, you are basically stating that, for all spells of D rank, it is MANDATORY to ALWAYS have a power of 1 AND a range of 15 m AND an AoE of 15 m radius. In other words, with the rules worded this way all D rank spells in this site, regardless of the magic they are derived to, will be perfectly identical to one another. Why, you ask? Simple: because the way the rules you are worded, making a spell that has anything more than those characteristics is forbidden, but making a spell that has anything LESS than those characteristics is foolish (you are effectively weakening your own spell without gaining anything in return). Basically, while you are giving people a strict reason why they cannot have more (it is forbidden), you are not giving them any reason for wanting to have less, so they will all inevitably go for the maximum allowed.
4) Spells that remain active over time (thus requiring a maintainance cost), spells that buff your abilities, spells that debuff your opponent's abilities. There are no rules whatsoever concerning all these.
I also noticed that, in the magic regulation, at some point stats are mentioned. However there are currently no rules concerning stats whatsoever. I assume this means you are still making them, so allow me to give you a suggestion: make sure that people cannot max out ALL stats. Enforce specific restrictions to make sure that a player is encouraged to pursue this or that build, but cannot achieve 9001 in EVERYTHING. Otherwise, we will be back to the situation I have described for the spells: if you don't give people reasons for wanting less than the maximum, everyone will gun for the maximum. Which will result in characters all identical to one another, using spells all identical to one another. I actually have a good system in mind for this (a Disgaea-esque "aptitude system"), but I will detail it in another post if you are interested.
Well, this is all. It is 2 AM and I still have a fever: if you staffers don't find these suggestions of mine to be useful, I will be very displeased ;-;
1) Learning spells. The way the magic template is made, it looks like, upon creating my magic, I am expected to create ALL the spells that come with it, even those that I cannot yet learn because of my rank (like, I start at D rank, but when I make my magic I create even the S-rank spells for it). Which begs the question: once all the spells connected to one magic are made, how do we actually learn them?
- Possible solution:
- Add a new section in the magic regulations to explain this part. You probably were already planning to do this, so allow me to give you a suggestion: don't make it a "you need to post a training topic with a target word count" system. As I explained in details in a topic on FTRPG, a system that uses word count as the sole criterium is terribly flawed, as it is essentially the same as a system in which one simply posts saying "I am going to learn this new spell, please and thank you" (in both cases, you make one post to get one spell), only it wastes a ridiculous amount of time and fills the forum with a huge amount of topics, all functionally identical to one another. I would suggest making spells possible to purchase with Exp, but I know Remix opposes this idea: however, another system that involves Exp without actually "spending" it, like a Pokemon-esque "you get a new spell upon reaching a specific amount of Exp, this new spell must be your current rank or lower", could be considered.
2) Perks. Both the magic regulations and the magic template make it clear that each magic is supposed to have perks, but explanations on what actually these perks can be, or what limitations there are on them, are scarce. In particular, the section concerning Slayer magic gives a generic explanation of the usual Slayer stuff (eat your element, get motion sick etc), and then stat that "you get these perks". It is not clear if those are all you can get, if you can add more of your creation when you make your specific Slayer magic, or even if those count as perks of a specific rank. In short: all info the current rules have on perks are kinda vague.
- Possible solution:
- Provide more detailed info concerning perks, possibly in a dedicated section of the rules.
3) Spells, and this is the major issue I see. The way the rules are worded now, it sounds like each spell of a specific rank can have a maximum damage output, a maximum range and a maximum AoE. Like for example, a D-rank spell can have a power of 1, a range of 15 m, and a AoE of 15m radius. What you probably didn't realize when writing these rules is, by wording them this way, you are basically stating that, for all spells of D rank, it is MANDATORY to ALWAYS have a power of 1 AND a range of 15 m AND an AoE of 15 m radius. In other words, with the rules worded this way all D rank spells in this site, regardless of the magic they are derived to, will be perfectly identical to one another. Why, you ask? Simple: because the way the rules you are worded, making a spell that has anything more than those characteristics is forbidden, but making a spell that has anything LESS than those characteristics is foolish (you are effectively weakening your own spell without gaining anything in return). Basically, while you are giving people a strict reason why they cannot have more (it is forbidden), you are not giving them any reason for wanting to have less, so they will all inevitably go for the maximum allowed.
- Possible solution:
- Implement a system based on points. Basically, when creating your spell you have a certain amount of points you can allocate (of course, the higher the rank of the spell, the greater the amount of points at your disposal). It costs X points to increase the power of your spell by 1. It costs X points to make your spell capable of inflicting one status aliment. Making it a ranged spell costs X points every 10 m. Giving it an AoE costs X points per 10 m radius. Healing/Buffing/Debuffing spells cost X points every X% HP recovered (or X% stat boosted/lowered). This way, some people would want to sacrifice reach for power, while others would sacrifice damage output for range. Since there are currently no rules on cooldowns either, cooldowns could be tied to this system too: the amount of turns you must wait before using the same spell again is proportional to the amount of points you invested in it (in other words, one post of cooldown for every X points you have used to make that spell). This would give people a valid reason for wanting to make weaker spells, by allocating less points than the maximum allowed: let's say for example that C-rank spells can allocate 6 points, while B-rank spells cann allocate 9 points. A guy could decide to make a B-rank spell that only allocates 7 points, for the sake of having a spell that is still more powerful than a C-rank one, but has a lower cooldown compared to most other B-rank ones. In short, with such a system diversity would be promoted.
4) Spells that remain active over time (thus requiring a maintainance cost), spells that buff your abilities, spells that debuff your opponent's abilities. There are no rules whatsoever concerning all these.
- Possible solution:
- Make them :p
I also noticed that, in the magic regulation, at some point stats are mentioned. However there are currently no rules concerning stats whatsoever. I assume this means you are still making them, so allow me to give you a suggestion: make sure that people cannot max out ALL stats. Enforce specific restrictions to make sure that a player is encouraged to pursue this or that build, but cannot achieve 9001 in EVERYTHING. Otherwise, we will be back to the situation I have described for the spells: if you don't give people reasons for wanting less than the maximum, everyone will gun for the maximum. Which will result in characters all identical to one another, using spells all identical to one another. I actually have a good system in mind for this (a Disgaea-esque "aptitude system"), but I will detail it in another post if you are interested.
Well, this is all. It is 2 AM and I still have a fever: if you staffers don't find these suggestions of mine to be useful, I will be very displeased ;-;
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