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Post by SafeHaven on Nov 8, 2015 15:47:22 GMT
Oh, don't worry. It's alright. We all have to start somewhere! c:
A godmodder is someone who roleplays their character as this really strong, supe defensive, super speedy, all powerful and all knowing super human.
It's basically a Mary-Sue, which is very annoying in many serious roleplays.
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Post by Sai on Nov 8, 2015 16:52:32 GMT
Ahhhh. It's been a very long time since I've run into one of those. Probably 3 or 4 years. Fortunately, I doubt anyone here is in jeopardy of being a godmodder.
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Post by Marida Elsinor on Nov 8, 2015 17:11:49 GMT
Godmoding is basically RP-speak for not playing fair. Being impervious, all-powerful, saying someone else got hit by your attack (thus essentially taking conrol away from them), etc are common examples. There are more, though.
Another thing to consider? My character is the party's primary attacker. If I enter the RP as a "fresh" character to allow for tons of growth, with a couple spells to my name in the Flare and Flame spells, then I find out our healer is able to throw around Mad Growths, what good is my character at all? If the white mage easily outdamages the black mage, when the black mage's whole point is the damage, then my character is kinda useless. That also opens up a big hole in the party - when the story calls for a powerful blow to finish something off, if the person who's role in the party is to do exactly that is the weakest member in the party, it kinda... well, it just doesn't work, you know?
Knowing what level of power we're all supposed to have when we start off gives us a nice basis to work with. It allows us to better fit in with the team and do our part without being too powerful or too far behind. Though there are no levels in an RP, because we're doing an RP of a game that does have them, we can use them as a rough baseline for how strong our character could be in comparson to the games. This is also the reason I encourage the use of "Stat Ranks". Though stats themselves are meaningless in an RP, ranks show what a character is like compared to the average person. It helps give a good understanding of each character's strengths and weaknesses.
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Post by Sai on Nov 8, 2015 17:14:21 GMT
Alright, now that I see what you mean, I suppose we should figure out when and where everyone will appear, so we can accomodate an appropriate level for each. Naturally, Roland will be very weak, knowing only Cure and Shard, but I was hoping he would have a companion at Turingo so he doesn't have to go alone all the time.
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Post by Marida Elsinor on Nov 8, 2015 17:17:02 GMT
I like to start RPs with a basiline of around level 5, which is what TLA does. If you look at my character's profile in the profile's section, I've leveled her to that point. Since we're just starting, I'm not giving her any djinn - trusting the story to introduce djinn as we go along. At this point, the party would maybe have one or two djinn (as the first two djinn are usually obtained around this point - such as with Flint and Forge in TBS.
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Post by Sai on Nov 8, 2015 17:20:10 GMT
Agreed. But I personally think it'll be more fun to make our own Djinn with cool effects. OH THAT REMINDS ME! We'd better figure out our base classes and what classes it'll branch into with the right Djinn.
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Post by Marida Elsinor on Nov 8, 2015 17:29:54 GMT
Working on that. That's what the v5 build of my character creator is. Made some big progress on it recently. If you want some help when it comes to figuring out what spells you can use, here's a trick I like to do - I take three categories, and stick with that. For example: Rolina has: Fulmination, Magnetism, and Neuromancy. Evelyn has: Cryomancy, Healing, and Distruption. Maraina has: Cryomancy, Cryogenesis, and Healing. Marida has: Pyromancy, Thermogenesis, and Acuity. If you pick a few categories when creating a class' spells, it helps give it some focus and gives you direction. It's not actually necessary to do, but it is a nifty little trick to help ya out. Also note that each class has its own trio to work with - you're not stuck with three across all your classes. For example, if Evelyn switches to her Dual Symbiotic class (Jupiter Djinn dual-element class for her): Evelyn: Cryomancy, Celestimancy, and Restoration
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Post by Sai on Nov 8, 2015 17:33:31 GMT
Rolina has Magnet Psynergy, too? Cool! I guess Roland has Healing and Buffing, and a little bit of Geomancy.
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Post by Marida Elsinor on Nov 8, 2015 17:35:00 GMT
Rolina doesn't have any direct spells in the Magnetism category - those are all passive abilities she can use. These are a good way to build your character - Rolina uses the electromagnetic properties of her spells to give her fun little abilties like ability to use magentism to manipulate metal objects. Like staves. Basically, you know the whole image of a witch flying on her staff? That's how she does it. These don't have to only apply to your spells. Look at Fleta, for example: Fleta: Aeromancy, Momentum, Thievery Aeromancy is for her wind spells, momentum is her buffs, and thievery is her ailment spells... and also her actual skills at pickpocketing, locksmithing, and working with traps. Don't think you're just limited to spells in an RP. Your actual skills as a character can easily come from your base class' set of categories.
Here's a copy-paste list from the profile I have on Rolina in Sunrise. Non-spell Abilities - Fulmination- Chain Casting - Rolina is able to cast spells in rapid succession. Of course, each spell counts for full cost, so this is typically done with lower level spells.
- Poly Casting - Rolina is skilled in casting/holding multiple spells at the same time.
- Cluster Casting - Rolina is able to combine several instances of a projectile-based spell and send them forward together. Upon interception with an obstacle, one spell triggers, and other spells separate from it, continuing on their path. Typically done as a cluster of 3 held in a base of one. On hit: Spells trigger in a cluster-bomb style attack.
- Lethal Push - Ion Burst, Storm Grenade, and Spark Sphere specific - if able to get into melee range, Rolina can push one of these spells into the target, then trigger the spell later. As these spells act has an explosive projectile, triggering them from within the target drastically increases the damage of the spell. This ability cannot be used at range - Rolina must not only begin casting the spell, but must also succeed in physically pushing it into the target for it to work.
Non-spell Abilities - Magnetism- False Feather - requires clothing/robes lined with magnetic materials - by utilizing the magnetic materials, Rolina can control a fall to be non-lethal. She cannot fly nor hover this way, merely slow her descent.
- False Flight - requires either staff or scythe made of magnetic materials - by utilizing the magnetic materials, Rolina can ride atop her weapon. Typically done sidesaddle, though she will often stand on it when greater action is required. Her weapon cannot be used to attack with while using false flight, though bonuses received from the weapon still apply.
- Magnet Impulse - For each piece of equipment equipped that has the attribute "Magnetic" (weapon excluded), Rolina is able to make herself a bit more acrobatic than she is normally, slightly increasing her evasiveness.
- Magnet Drive - So long as a magnetic weapon is equipped, Rolina is able to use her casting ability to slightly boost the power of physical blows.
- Magnet Reach - So long as a magnetic weapon is equipped, Rolina can hold it in place magnetically, simultaneously freeing up any hands that would have held it, as well as allowing her to send out her weapon to attack independently.
Non-spell Abilities - Neuromancy- Skilled Resistance - By knowing the following effects, Rolina gains a slight resistance to their effects - RES down, Seal, Paralyze
I've also done this with Marida over in her Bio thread. Note however, that I listed the things she's capable of, not the things she can actually do. Most of Marida's passive skills she has yet to learn to do at Level 5.
Finally, there's one last thing. GS is kind of... inconsistant in what classes get what for effect resistances and weaknesses. And yeah, they actually have them, though even the modding community is having a hard time figuring out what they are exactly. As such, I follow this general rule: If you can cast it, you have some resistance to it. If you can cure it, you have some resistance to it. This only applies to debuffs, ailments, and stuff like draining spells and the like.
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Post by Sai on Nov 8, 2015 17:48:40 GMT
Ah, now I see. I suppose since Roland is well-read, I can incorporate that into his skills, too.
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Post by Marida Elsinor on Nov 8, 2015 17:58:43 GMT
Characters are more than just their spells, so what makes sense for your character should be fine. Marida's good at research as well, and if were to have to include that in her Non-spell Abilities, it'd easily fall under Acuity. I'd say you should be safe not having to spell out the stuff that's implied, though.
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Post by Sai on Nov 8, 2015 18:11:43 GMT
True. But still, I think Inform and Teach would make great Psynergy if Cast was an actual stat.
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Post by SafeHaven on Nov 8, 2015 19:17:16 GMT
Is there anything you need me to do?
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Post by Sai on Nov 8, 2015 19:28:36 GMT
Can't think of any. However, I need someone to show up i the RP now, so it's not just me telling the whole first part of the story.
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Post by SafeHaven on Nov 8, 2015 19:47:42 GMT
I see. So would you like Therese to start off with you? Or would you rather she appear later.
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