Post by Jian Oreachi on Mar 16, 2015 21:32:42 GMT -5
I would like to reinforce something, for everyone, on the subjects of stats and mechanics.
Bleach Gotei is not a game. It's a community place to write stories.
You're not competing, there's nothing to win or lose. Therefore, you shouldn't need to worry about min-maxing or anything of that, because none of it should have weight outside of what makes sense for you.
Write what feels right, always. This is the motto that has led to communities becoming much larger and more successful than we are, and we're already a titan in our field. We can do better and, I dare say, the vast majority of you already do this very thing.
This is true, to a point. But human interaction breeds conflict, and solid mechanics/arbitration that everyone can say is fair helps mitigate this a ton, so it's easy to see why there's a passion involved on making sure the system in place is A)A good one and B)Easy for all to agree upon
Which is not to say the changes are good or bad, but just a note about how it effects a community writing project built on the conflict between players in a Shonen universe.
Sadly first I gotta make my generic basic character I can always rely on for serious roleplaying. And if I roll another female I think at least three people on the site will come at me with gardening shears.
One reason most of my characters in forum RPing is a girl is because I can do it over a forum without throwing up. Like even as a GM at tabletop games nine out of ten of my cast is male because it gets weird talking as a girl with a masculine voice.
Also infinity faceclaim pictures on anything female.
The satyrs told me to derail this poopfest of a thread into genderbending, I swear!
After a little time to think more on it, I kind of have to say I really like the mechanical thing. Well, besides strength/spirit since I want to hit hard and laser people in the face.
But moving on to what I want to say, while it is now a little more floaty on what I can/can't do, that's also alright because there is a quite literal metric shitton of things I couldn't do officially with the old system of techniques. Look at my fight with Raph. Besides this mechanical fight with Nazomi I've got right now, that fight is what I'd call epic and Dew-gone-wild. Which is fun, for all my suckiness at writing pure action posts. Weighing numbers with actions is actually fun, as my fight with Naz has taught me, but the process of assembling an arsenal to do such, not so much.
So for mechanics, I'd like power precision to stay, buffs and debuffs to still be a thing as well as tying the intensity of it to a skill rank, but the actual tech it gets tied to wouldn't matter whether it's a sword strike or a radial, surface anchored mass of spikes that look like they're made of shadow.
Power/Precision will punish you a great deal more with the way things work now.
Moreover, if we were to properly attempt at a 1:1 representation of Kubo's combat, we'd have the skills we have now, but just two stats: Reiatsu and Asspull-Factor.
Post by Shun Minamoto on Mar 16, 2015 21:53:26 GMT -5
Write what feels right, always.
Whether we split Strength and Spirit, or don't, someone is being "hurt" by it. We went with what we felt was most natural. There was also some thought given to simply going Power, Defense, Speed; but that still strikes me as a little too weird.