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    1. MelonHead 12 yrs ago
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Mostly given up on this post by post business

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There's a difference between auto-hitting someone and launching an ability that can't logically be avoided, one is banned the other is bad form, but it's essentially the reason why you have to ensure your abilities have some restrictions you've bothered to include.
Whatever, if anyone wants to fight me in the final I'll drop all Jok's firearms except his revolver to hopefully balance things out.
Things like range of manipulation and some of the more important technicalities are more than enough detail most of the time.

There's thinking outside the box in combat, and then there's having a character who can manipulate fire as their only ability then saying they can set the air around your character on fire from fifty feet away by clicking their fingers, instantly incinerating you. If all I say is 'Fire manipulation' what's stopping me from doing that exactly? Seems like it falls under that general sphere to me. That's why you have to be specific, because otherwise there's nothing regulating your magic at all, and half of all magic has the capacity to kill people instantly. Water manipulation with no restrictions - tear someone apart, control their body, burst every blood vessel, all possible.

Fire, burn the air in their lungs, air, suck the air out of their lungs, earth, break their bones apart or open a hole directly underneath them breaking them to pieces. All of this fits under general terms for elemental manipulation.

It's not thinking outside the box if you just have powers that kill people instantly.
@MelonHead I've had a few competitive fights without the use of a sheet, mainly because I do so against people who've shown themselves trustworthy. Or because I'm bored. Either way, it's quite fun. I didn't say it had to be for every battle, but Kei'taro's abilities aren't super described(especially the elemental ones), and he's/I've had literally no complaints about how he was used(that includes a wind tornado and fire... in a tournament... ain't that right, Green? Lol)


That's up to the individual, personally Kei'Taro's abilities aren't specific enough for me, but he is a very high tier character in terms of his abilities, so I'd just assume they were as powerful as abilities usually are at that level. If you say your character is High Powered and the only ability listed is like, Fire Manipulation, I'm probably going to expect them to be able to generate fire (despite that being a different power) and to be able to manipulate it on a large scale. However, most people aren't all that trustworthy when it comes to competitive play, so I like at least someone to know what sort of abilities my opponent has before we go into a fight, to prevent a batman utility belt saving them constantly.
It might be good to have a second moderator, just in case anything was missed.
Soon, we'll be at a point where everything will require an insane amount of detail to cover for every instance.

At times, I miss the simpler days.


What, where everyone could stretch their abilities to escape every situation? If you have too much flexibility Arena doesn't work at a competitive level, you have to make every fight for fun story battles and we'll have to do away with ranked, not that I'd care either way. I enjoy the competitive side and the story side.

I'm personally interested in designing a sword and sorcery game of a similar style to the multiverse, where people have lower tier characters and develop skills and abilities with slower progression. It would be a nice change from the 'everyone fights with superhuman characters that shoot lazers out of their eyeballs'. Magic would be less powerful and innate, requiring actual sacrifices rather than perfectly complimenting spellswords, and the story would be based on a single continent rather than spanning universes. Basically I just want to make an RPG in Arena.
<Snipped quote by Giovanni Carter>

What is the extent of his magic power? Can he make wind blades? Summon tornadoes? Incinerate an entire forest? Simply light a cigarette? Also, you mention the arsenal of blades and their effects. What weapons does he have and what do they do? It's important to declare these things before a fight begins.


*Sage nod*

Don't leave vague generalities or space for interpretation in your CS, it will lead to arguments later on. State statistics if necessary, or just be as clear as possible as to anything your character can do beyond human capability, which is the assumed average for anything not stated (or required, for example having strong bones if your character has superhuman strength is pretty much a necessity in physics terms.)

You can use terms such as mid level or low level manipulation of an element, but you'd be expected to keep to that level by whoever you pick as a judge for ranked matches, so you're at the mercy of someone else' interpretation of your abilities.
Nope, article pretty clearly states it's talking about striking with the false edge of a Longsword, which is the equivalent for someone like Judgement.
<Snipped quote by MelonHead>

The fact he's cutting the wall in front of him gave the impression he's striking with more weight than necessary. It would be easier if one know what grip he's even using.


No, I mentioned that he was close enough that the point of his weapon may just scrape the wall, which is the likely scenario as his weapon is more than likely forged from some divine metal, definitely harder than stone.

Actually Khan you're falling for the common misconception that two handed swords are inherently huge cumbersome weapons that you have to swing in a huge arc, when in actuality they were used for fairly quick movements for chopping apart pikes. Judgement is simply swinging the weapon to hurt his opponent and then drawing the blade back the other way without turning it around, which is a common technique for longswords because they are dangerous on both edges.

A quick google search would have quickly provided you with this 'One normally strikes with the true edge, but using the false edge greatly enhances one’s versatility and reaction speed. A follow-up strike can be made faster because no time was needed to turn the sword around.'

Judgement has no need to calculate some intense striking point, if you look he's aiming for almost the exact point he aimed for in the first place, as the end result was his target in almost the exact same spot, just milliseconds from hitting the ground. All jumping in the air really served was to avoid an initial strike with far more effort than it would take to just move the sword back into his opponent's path, this time without such mobility.

Imagine paddling a boat, Judgement's hands are basically following that motion.

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