Sorry got caught up in the life thing. It's on my list.
And we’re back to you again now!
I'm working on posts today - thank ya
Posted: Sat Oct 25, 2025 10:54 am
Lord Balthezaar
I'm working on posts today - thank ya
Gotcha. No problem. I guess it’s Missy’s turn now.
MissyPink
So to spice things up a little bit, what is y’all’s favorite music?
Punk Clash Captain
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Punk Clash Captain
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Posted: Sun Oct 26, 2025 12:51 pm
ImNoHero
MagnusXL
Relcome to ze guild proper. Do either of you think you will actually post?
Posted: Sun Oct 26, 2025 4:01 pm
Punk Clash
It's possible. To what capacity, to be determined. Right now I'm just waiting to see what plot is about that may or may not interest me.
On another note, I've drafted up a modified T1 ruleset if you're interested.
ImNoHero
Clean Codger
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Punk Clash Captain
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Posted: Mon Oct 27, 2025 3:40 am
ImNoHero
Punk Clash
It's possible. To what capacity, to be determined. Right now I'm just waiting to see what plot is about that may or may not interest me.
On another note, I've drafted up a modified T1 ruleset if you're interested.
Cool. cool Yeah, sure. Send it my way.
Posted: Mon Oct 27, 2025 6:15 am
This is the way. Perhaps now you'll better comprehend what I was getting at when I aid the prep system at Warmakers was lazy and incomplete. Unrealistic even. The world will never and should never have everyone on the same power scaling by default, nor should players scale their characters dependent on the opposition.
And don't argue/debate it, because even you can get behind the logic that Clash can cause minor injuries like sprains (or worse) without preparing 1+ turns ahead of time to do it. If Clash punched a normal* human hard enough without preps, the human would probably still be severely injured if they even survived the blow. (Just a random example.)
But yeah, if you like the guidelines use them, if not don't. Similar vibe to Valucre T1 in theory, applied better than though. Novice and Veteran players alike should jive with these guidelines. 3nodding
Modified T1 RP Guidlines
For anyone regardless of familiarity. This Modified T1 Ruleset has been formed with the intent of encouraging in character, roleplay combat situations and events. Nobody is obligated to follow or use this, though it has been created with the intent of consideration. Not everyone enjoys combat rp, though many simply shy away from it because it's unfamiliar. It should be noted that combat rp without plot is like flat soda pop. Nobody likes/wants it.
Quote:
Action Economy: Less is typically, undoubtedly more. When considering character actions, it is important to remember that timing and placement matter. Akin to Dungeons and Dragons among other TTRPGs, it's safe to assume that a single turn/round of posting should constitute for an average of six seconds per round of posting.
While T1 is turn-based in practice, theater of the mind stipulates that each round happens concomitantly, not one before the other as featured in turned based combat like some good old school Final Fantasy. As each character acts, those involved with them are also acting. Everyone is also responsible for reacting. Omitting or misusing details is an easy trap to avoid, double checking your vocabulary and context for understanding prior to submitting it.
Old exhibitions and tournaments used to validate through post count. With an example being 25 posts for completion, the easy math dictates that the in-character bout would have taken place over two and a half minutes. Not only is this semi-realistic, but it's also practical and agreeable. Most fights won't drag out beyond a few minutes. If/when they do, the plot should be all the richer.
Keeping the above in mind, the more acts/applications jammed into a single post will often be viewed with a weaker/lesser-than bias. Each flow of economy should look simply. Attack/Defense phases occurring with priority dictated by the previous actions are often followed by a standby phase, which usually dictates energy consumption and/or ability usage. (Prepping, cooling-down.)
Abilities do not require preparation for use within this system. However, preps will dictate a greater potency over any opposition or the target sans resistances. Full immunity to something, especially without context, is nothing shy of power-playing or God-modding. Folks should also be mindful when dictating vulnerabilities, considering not everything registers the same: one to one. Resistance to fire is not the same as resistance to fire magic.
Quote:
Preps: There are two major types of preparations that can be made as it pertains to relevancy in character. Universal and Specified Preparations. -----Universal preps are made when the preparation has no predetermined purpose or application. -----Specified preps are made when the preparation as predetermined purpose or application of use. (It is my personal opinion that Specified preps > Universal Preps, considering their differences in intent.)
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Cooldowns: In conjunction with preps or alternative to them, cooldowns are essentially the flipside of the same coin. The amount of time it takes to recover from using special abilities regardless of preps. -----Universal cooldowns prevent the use of any other special abilities during the active phase thereof. -----Specified cooldowns are limited to the specific application while allowing other abilities to still be used.
Regardless, preps and cooldowns are effective for preventing in character spamming*, and for creating a balanced kit for a cohesive experience.
Quote:
Power Scaling: Not every one character is as strong or weak as the next. When scaling a character and their abilities, it’s important to establish their limitations and vulnerabilities. Define these attributes, reference them as necessary to respect character build and player agency alike. Characters are living and breathing. As such, it is common for characters to both gain and lose features over time. Update your character's scaling as necessary as it pertains to plot and character development; for better or worse.
Keep in mind that two similar power sets may vary in prowess given the context of character details. An example of this would be a mage versus a fire elemental. In most instances, the fire elemental would not only have some potential immunities based on how the mage casts their fireball, and the fire elemental would likely pack more power behind their fireballs at compared scales. (Mage Fire Prepared < Fire Elemental Fire Prepared)
If your character isn't scaled as you like based on how you built or designed them, it's encouraged to plot appropriately to convey their struggles and potential growth over time. When scaled properly, even high-powered characters can be defeated by low powered adversaries. The appearance of anything less is unbalanced and purports to Over-Powered characters.