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Post by Takuya on Jan 14, 2010 3:23:59 GMT 1
Hmm. Our current hand-to-hand encompasses Strength, as it is.
I'm still not sure about this Reiatsu business, but I'd like to continue to hear opinions from all.
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Post by EvilAngel on Jan 14, 2010 4:21:25 GMT 1
Well reiatsu could just be tied into yor Rank. As your rank is your strength which in bleach does roughly translate into your reiatsu levels. It's not perfect but it is a rough guideline
If you want to alter what Reiatsu does as an attribute, then i could make the following suggestions:
Increases recovery rate of spiritual energy Increases Stamina and resistance to wounds (pain reduced maybe?)
There are other suggestions like increasing power of ----- but i think generally it might be best to avoid those otherwise chances are it will just become a mandatory attribute.
If you're looking to replace Reiatsu as an attribute then i would suggest the following as replacements:
Perception - Increases awareness, generally increases ones ability to read movements, so become better at dodging or learning an enemies attack pattern. Or recognising an illusion etc
Constitution/Stamina - Your basic how much damage can you take before you fall. That is the kind of thing the original aim with Reiatsu was, this way it's not confused with having more reiatsu so maybe...
Or you could go with a 'Race' specific attribute for examples sake:
Hierro for Hollows - Hardning of the skin.
Penetration for quincy / Shinigami - sharpening of their weapons with reiatsu.
Advent humans could have either depending on their source.
Just spitballing idea's
[EDIT]
Or you could take it in a different direction and have
Proficiencies
For each point you put into it you can 'trait' a power or ability. Making it stronger, or faster, or with an additional effect approved by admin. Or simply the acquisition of a new power all together, like;
Rank 15 required for Shunkō (limits and restrictions apply) Rank 12 required for Utsusemi (limits and restrictions apply)
or
Added ability to Hadō No. 2: Mizugan (Way of Destruction: Water Orb) A success hit by this ability causes all lightning attacks for up to 3 turns after ward to arc up to 20 degree to track the now soaked target.
Just as examples.
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Post by Kiyoshi on Jan 14, 2010 6:46:21 GMT 1
My 2 cents of how I'd like to see this work out. Strength. Increases damage done by physical attacks with both weapons and melee, movement when restrained or wearing armor, and increases physical resistance to attacks. Speed. Increases the movement speed and agility of a person, giving more uses of Shunpo (and the like) and making attacks quicker. Reiatsu. Increases amount of reiatsu in a person's body and the spiritual pressure exerted by them, increasing both the strength of reiatsu based attacks (Like as in rank wise) and a person's resistance to reiatsu based attack. Focus. Increases a person's ability to focus and manipulate reiatsu at a whole, reiatsu attacks use less reiatsu and gain spell points (and the like) more quickly. /2 cents. What I would really like is for more strength to mean just that, more damage. I wanna see a Speed master's Zanpakto defence be smashed through by a Strength master's Zanpakto strong attack, I want a punch in the face by a Strength non-specialist to look like this and a Master's punch to look more like this.
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Post by Reizo on Jan 14, 2010 6:54:56 GMT 1
I think that reiatsu levels should be determined by rank. As Angel suggested, I vote that it be swapped with something like stamina/constitution; basically your ability to take damage, or your ability to keep fighting for extended amounts of time without getting tired and stuff.
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Post by Kokaku//Goliath on Jan 14, 2010 10:37:49 GMT 1
I agree with changing reiatsu to stamina/endurance because some has better endurance when compares to others. Theoretically, one that is good in melee combat should have better endurance, but with the 4 stats, strength is closely related to CQC(close-quarter combat) fighter but has no effect to his durability. So, stamina/endurance is a good addition.
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Post by EvilAngel on Jan 14, 2010 11:04:56 GMT 1
I would just like to add an idea in, just for food for thought. This isn’t what the thread is about but all the same it’s an idea I think, if agreed upon should be done now If we make other changes to the attribute/stat system. This concerns the + sonido / shunpo / equivalents + spell points. To be honest why I think these would do better from a change would come in much later, at higher ranks but it’s just something that will bug me if I don’t mention it now whilst we are already talking about changes. Now, as I said this isn’t what this thread is about, so to save clutter I am going to spoiler them. However please do take a look and briefly comment your thoughts. Sonido/Shunpo/EquivalentSimply put I think the sonido system will not work at later dates. 1/2/3 sonido per rank is good now because we only need a few threads before you are reloaded. But later on when you need to be in 15 threads, I don’t think 3 sonido is going to stretch that far. And is… (I want to avoid saying unfair), it is incorrectly balanced for a speed user.
I think while we are changing perhaps this might be an idea to consider:
1 sonido per 3 threads for a None – Specialist whilst below rank 7 1 sonido per 2 threads for a Specialist whilst below rank 7 1 sonido per thread for a Master whilst below rank 7
1 sonido per 2 threads for a None – Specialist between ranks 7-14 1 sonido per thread for a Specialist between ranks 7-14 2 sonido per thread for a Master between ranks 7-14
1 sonido per thread for a None – Specialist between ranks 15-20 2 sonido per thread for a Specialist between ranks 15-20 3 sonido per thread for a Master between ranks 15-20
I realise this looks a bit complicated but I think this might be better suited due to escalation. Naturally a speed master of captain level is much more able than one of a seated level. And so I think perhaps a system where in this is represented would feel better.
It’s obvious but just to point it out; this would lean heavily on the honor system. Trusting people to update their sonido/shunpo counts honestly as I cannot see the staff, super as you guy are, being able to keep track of all of it. Spell pointsDon’t worry, this one is much simpler than my thoughts on the flash step. In fact I can summarise it in one sentence:
When obtaining a level of spell mastery, gain all the points you would otherwise miss.
Self explanatory but just to clarify;
Say you make a shinigami character whose a specialist in kido. So you get 2 spell points per rank. But then at rank 5 you decide to use your specialty point to increase yourself from specialist in kido to a master. I think it would be an idea to give that person the 5 points they would otherwise miss for all the ranks in between.
This way, if someone dies at rank 17, and remakes as a rank 16 there is no need to work out what you started with and when you upgraded what.
This way it makes recreation simpler, and you don’t loose anything by taking up kido skills at a later date.
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Post by Takuya on Jan 15, 2010 0:24:33 GMT 1
Hmm. As for those spell points.
Speed-technique system change - No. xD
Retroactive Spell Points - Hmm. Maybe.
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Post by Konsuijo-Tai on Jan 15, 2010 17:57:37 GMT 1
I feel a few of these system changes are a tad' bit grandiose. All of these 'stats' should be implicitly comparable to a person's rank. If the individual RPs something unfairly, simply get a staff member to amend whatever is wrong. This is not NFRP. I'd like to assume the people who have come here from their or where-ever else have a firm grasp of the honor system and honorable role-play. This is not an MMO where stats are needed for the mechanics to work out. Lets all just play nice.
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Post by Otaku.Legend on Jan 15, 2010 19:55:09 GMT 1
I want to say no to the Retroactive Spell Points because it would take away from being a Kido master or Kido specialist. By choosing to start as a Master in any of the other Specialist, you sacrifice the chance to gain millions of spell points. If we were to implement Retroactive Spell Points, it would take away the desire and appeal of being a Kido master.
I also don't agree with the whole "This person has more Reiatsu than this one due to Specialist" because naturally, a Rank 0 would have less Reiatsu than a Rank 2 person. In the world of Bleach, no one has a low amount of Reiatsu, just undeveloped spirit energy. A Specialist that increases ones durability could work if implemented properly.
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Post by Takuya on Jan 15, 2010 22:24:09 GMT 1
I tend to agree with Taj. Honestly, these specialties we have work fine if they're properly roleplayed. I'm not really feeling sacrificing our system of honor in exchange for a purely stat-based game. If you're a Zanjutsu non-specialist, you should roleplay like you only know basic sword techniques, regardless if you're a master in real life or not. Any good roleplayer knows this. If you have problems with this, call in the staff. We'll set 'em straight.
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Post by Kokaku//Goliath on Jan 16, 2010 9:53:55 GMT 1
*Shrugs* I guess I am fine with the honorable RP part, and I agree with Otaku on the spell point part.
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Post by blaxican on Jan 16, 2010 12:00:28 GMT 1
The biggest problem I have with trying to cater to an honor system is that losing a fight actually has relatively high consequences. We are supposed to "value" our characters, not have a throw-away attitude toward them, and recreating is a hassle (especially when you spend hours working on a bio and a cool special ability, only to die two days later before you can even use it), and to top it off apparently after you reach a certain level if you die you're demoted a rank. However, despite that we're supposed to, in the case of of being a zanjutsu/hand-to-hand non-specialist, deliberately limit ourselves and give our opponent an advantage in killing us? Why would we do that if there are such dire consequences for death? Where is the incentive to play honorably?
It's like for example;
I just completed my 20 threads and ranked up to level 20, feelin' good, I get in a fight with someone else. We're fighting each other and he, being a Zanjutusu master, whips out some nasty sword combo. Now, I, in real life, have some experience fighting with a sword, I've got fighting knowledge, and I could escape the attack. However my character is a Zanjutsu non-specialist. Am I really expected, for the sake of honor, supposed to roleplay my character just taking the hit because he isn't good at sword fighting even though I am, and dying? Once he's dead not only do I have to spend however many hours it'll take thinking up a new good ability and creating a new profile, but the level 20 rank I just achieved is now nullified, and all those threads that I participated in are for nothing. I'm supposed to accept all of that for the sake of honor? Honor or not, that's hours out of my real life that is now for nothing.
Case in point, as long as death has dire consequences, people are going to fight, as if death has dire consequences, and that means they'll use any possible advantage they can think of to win, honor or not. There's going to be Zanjutsu masters going up against non-zanjutsu specialists, and the non-spec isn't going to pretend like he's a complete newb with swords simply for honor, he's going to fight like an equal, and you guys are going to have to intervene.
But if you have to intervene, then hasn't the honor system already failed in that instance?
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Post by Konsuijo-Tai on Jan 16, 2010 20:01:02 GMT 1
I understand the sentiment, but you are not really listening. Really good T1 comes from overcoming your weaknesses in other ways. For example; I have yet to become a master in any specialist, instead I have opted to become specialist in everything. Though this does inhibit my character to a certain extent, I can overcome the weakness of not being extremely good in one area by being 'okay' in all of them.
In your example you made a good point, but looked at it from one view point. If you were a Zajutsu non-specialist I wouldn't expect you to battle someone with your sword, unless you were, for lack of a better phrase, a complete idiot. You probably are a master in another area, such as Kido, and have in becoming a master have wide variety of abilities that will allow you to defend against the attack without the use of Zajutsu.
Therein is my point, the balance is there. People just want to be 'roflpwn' in everything they do, and bitch. Obviously in your example, the fighter was not very good and made the error of using Zajutsu (Or simply not using what he really specializes in) with the consequence being his life, and one rank.
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Post by Kokaku//Goliath on Jan 18, 2010 0:37:59 GMT 1
Besides the things that Konsujio said so, when you reaches rank 20, you should have 6 specialist points, no matter how you hate close quarter combat, you are still master of either Swordfight or H2H or specialist of both, which means you should still handle your listed situation easily. Being a master of either of them makes thing easy as you got the ability to be on par with their sword skill. Plus, you are a rank 20, so you actually have better skill even though both of you are master unless he's a rank 20 too. Then, if you are on the dual specialist build, you still have the specialist skill to hold a sword combo I guess.
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