Power Creation and Approval

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Mystic
Posts: 105
Joined: Thu Nov 25, 2004 3:16 am
Location: Temporal Energy Plane

Power Creation and Approval

Post by Mystic »

Powers of all sorts play a big roll in the universe of Senshi Muyo, almost anyone thats inportent has some sort of power. While their are a few expections to this, you can guaraente almost everyone else has some unique special ability with which they are just waiting to kick ass.

Power progression in Senshi Muyo works on several levels. For control reasons powers develope very slowly over the course of natural play, allowing players to slowly improve their abilitys and gradualy reach new limits. At certain times (decided by the dm) a large incress in power usualy occures. This is either achieved through in game training with the new level being a result of that, or the DM giving very large signs to players that they have risen the power cap so the players may themselves push to the new limits.

The reason for this control is because the rp runs hapazardly, it might run for hours every day for a month stright or only 1 day in every month. With no set rules, powers could quickly get out of control, so DM's much which power progression careful.

Naturly while players do get some powers/abilites handed to them by the DM most of the fun is in develping your own. The problem with this is a players view of what is fair and what is not seldon is the same as a DM's. DM's have to keep a VERY careful watch on what powers they allow as it could seriously hinder game balance. Below is an example of a DM checklist on powers, this will hopfully help a player decesion their own abilites that will easily reach DM approval.

Step 1: A player decides he wants a new ability, this ability has to make logical sense with his power. A Pyromancer could easily throw fireballs but Telekinictly picking up a truck with the power of Fire? That wont work. So first you need a new ability that works with your current power.

Step 2: Now you need to detrime if the power is within your range, you wont go up from weak ki blasts to world shattering attacks in a singal step. The strength of powers are based on the dnd spell System, esstionaly if you are fimilar with this system you find the level of spells that best matches your new ability, this might not be exact but it helps. You'll have a good idea if your ability is a Fireball, Cone of Fire or Meteor Swarm. If its well above your current level You wont be able to get it. If its just above you "might" be aloud, if its much lower you will easily beable to learn it (assuming it passes the other steps).

Step 3: Is it balanced? Some abilites no matter how cool are just so uber to be considered fair. Examples of this are Time or Speed, any attack that has absolutly no form of defence and instant kill Techinques. Time is the best example, Haste and Slow are lvl 3 spells in DnD, however in the "Real Time" nature of this rp if you could move vastly faster than your opponent you could esstionaly one hit kill them because they would be to slow to ever defend. If you think your ability gives you some secret edge no one can match, its probably to match.

Step 4: What progression potential does it have? DM's must always becareful on this one, allowing a simple minor ability may give a player grounds for more powerful (and unbalanced abilites later). Speed again is a good example. Your version of the ability might be quiet reduced and fair, but by allowing it the DM faces the problem of the player then later on developing a stronger version. In this case if the powers potential is to great it either can not be allowed or will have a cap placed upon it. Teleport is an example of this. While players can learn to teleport, they can not teleport/stab in the back, and no potential exists for this to change.

Step 5: The Cost. If you've made it this far your ability will probably be approved, however alitlte polishing remains, balance factors are often applied here, if it seems strong for its level it may use up a lot of energy or may well near kill the user. Higher cost abilitys exist to give players that extra boost when they need it, but you had better believe that its a COST.

Step 6: Congraulations all that remains is for your character to name their new ability and to find some poor unfortuante to be its first live combat subject.
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Anoron
Posts: 38
Joined: Sun Dec 05, 2004 5:06 pm
Location: The throne room of Dark Jurai

Post by Anoron »

Sarah, you need your own personal errata sometimes.

I got to say, that spells it out nice and clear for everyone, now doesn't it? I like developing a new power as much as anyone else, but god damn there is a point where you got to just think for a moment about what it is you wish to have and wonder if its over the top. New players wont know this for a while, but you'll get the hang of it.
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