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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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Hey Fallen, we getting a kidnap intro today?

It's not up to me, the way I see it you can agree to fight under T1E rules and Innue can deal with any disputes, and if Divinity still wishes to resign then it's your victory. Provided Rilla accepts that this is a ranked fight, which is a big if, in my opinion. I would advise just asking Innue to make a decision on how to proceed in regards to the rules, I -think- I might understand what you're arguing for in regards to the preps effecting your runes. I believe you're saying you want to put down up to two runes and have one prep mature in the first, and the second in the second. This comes back to what I said about getting Divinity to agree to you being able to have multiple different prepped runes at once, so long as the one prep per turn rule is adhered to, which I believe you should probably be able to do because runes are a bit weird, but T1E has no contingency for rune users so it would require a rework.

To clarify, in that scenario though your first rune would be ready for use by the second turn, but your second rune would not.

Also, something which had occurred to me that would impact the prep system is that the 'interrupt' phase is based off how long it takes to carry out your preparation, so your time spell would still have an impact on that but shortening it. For example, if it usually took two seconds to cast a spell, it might take one instead. My character Metz has that in play as all his spells take a certain length of time to cast, but the cast time can be shortened with certain mana types. Therefore, with your time spell active the length of time Divinity has to interrupt is shortened, so you still gain an advantage.

That's just my take on it, it's still a big request though. Having multiple prepped abilities on the field you can activate at once is a powerful advantage, but perhaps it is offset by the visibility of the runes and their specific natures.

You're right that we don't get to decide how helpful we've been, but when you're reiterating points we've already rebuked like days ago, we do have a right to just say you're being either deliberately obstinate, or you're just not reading the responses.

'I don't want to change my character's power set blah blah'

Don't, then. But having a character clinically unable to power up an ability is a disadvantage in this system, it means your spells will only ever equate to a single prep, because apparently that's all you put into them. That being said, I doubt Divinity would mind if you were allowed to place multiple prepped runes over consecutive turns to compensate for this. As long as you weren't placing more than one 'prepped' (IN THE GAME MECHANIC FUNCTIONAL SENSE, TO REITERATE) rune down a turn. For example, you place down a fire rune in your first turn, it matures at the end of your turn if Divinity takes no infering action, next turn you place an ice rune next to it, it matures at the end of your turn if Divinity takes no time to activate it. Third turn you have two single prep spells on the field, you could add another or you could activate them. (You can't prep in a turn where you unleash a prepped attack, as far as I'm aware, though Divinity may be willing to compromise on this as well, as runes are a unique power-set.)

'Prepping only works OOC lolol I'm drunk'

That's not what anyone has said. I said that the prep mechanic is a game mechanic that transcends IC logic, you can do pretty much any fluff action IC that vaguely resembles preparing an action and have it count as a prep. However, there are plenty of things about the prep system that don't make sense, like losing your charge if you get hit regardless of the severity. These are things implemented to -balance- the fight.

'If I prepared a rune'

Here we go, you're actually started to ask the right questions now Detective Spooner. The simple answer is no, why in the world would you get to ignore a trap you stepped on? If I rolled a grenade at your feet and it exploded, could you ignore it? A better question would be 'if I prepared a rune and you stood on it, could you just void the damage with magic' and the answer is, yes, if you have a spell designed to do that. However, your spell would also be quick-cast, and you have literally just stood on the rune, so all things being equal an unprepped trap is going to beat an unprepped defence because it's going to get there first, because that's what is logical.

If that rune was prepped, then you would expect it to do damage even if they had a shield already up, or other factor in play. Unless that shield was prepped the turn before, activated, and then they stood on the rune. There are countless scenarios that can transpire, that's where that big logical head of yours should come into play Mr Dazsos.

'I don't want multi preps! Straw man straw man!'

What you're still talking about there is a hypothetical multi-prep, and it's just as good as having two preps in a turn. Your opponent has one prep a turn to defend themselves, you place down two runes that are matured by your next turn, except you only get to choose one to prep and attack with, but why does that matter? Your character can't commit to defending against both runes with their defence, so you get to choose whichever is most beneficial, tack a prep advantage onto it, and score some EZ dmg.

Not to mention, that was one of the first things I actually said to you. You can cast as many of your runes as you want, but that they couldn't all have a prep advantage, only one of them (potentially per turn, though that's a different question). That doesn't make them worthless, it just means your opponent can match them with their own magic. Asking for a prep with every spell would be like an opponent facing down a tank with an anti tank gun, and requesting every one of his rounds bursts right through the front. Some are going to glance, the tank is going to tank some of them, and one particularly well aimed shot might just go straight through.

Post it whenever it's ready. I'm not really a stickler for enforcing time limits.
That wasn't the issue at all, the issue was when you were saying you should be allowed to cast two runes in a turn, and then activate whichever one you wanted in the next round with a prep advantage. So you essentially have two hypothetical preps at once.

Not to mention, the rune that then wasn't used you still wanted to be a prep when you wanted it later, without having to restart the charging process.

So basically this was just a thinly veiled attempt to get multi-preps again, which is not how the system works. Innue even said that even if you wanted a multi-prep system, it wasn't going to work in that fashion. Otherwise time spells would be the only thing worthwhile.

I'm dissapointed Dazsos, I didn't think you would stoop so low to edge your opponent out.
To be honest, I'm not sure how many heroes are even available to help at this point. Sounds like the kidnapping might just be really successful.
@MelonHead Lekh could take point on planning and executing the kidnapping while Odette can provide back up essentially keeping heroes off his back. As a suggestion~

Orrrrr if her involvement would shift things into the land of ~hella complicated~ I can veer off with other plans. Kinda set up the intro post in that regard, she could continue with her work in Paris or get a call and help out kinda thing.


As far as I know @Athinar's gang are going to carry out the kidnapping, Lekh is in a position where he can help with that endeavour, by disabling the transport vehicle safely from the inside. Though the plan is really up to @FallenReaper and @NeutralNexus as Lekh has done his part, he can do more or less depending on what's required.
Well, I'm still in the dark about exactly how the kidnapping is going to go down. Lekh is, IC, waiting for a response from the Cowl in regards to how he wants to go about instigating the kidnap, which means OOC Nexus needs to let me know what he wants to do.

I'm still more than happy to have Lekh infiltrate the delivery and disable everyone on-board, increasing the likelihood of success for the villains. Though once Racheli is in the hands of the kidnappers outside they're on their own, Lekh can't stand up in a fight against superheroes.
Will post tomorrow. Had to run errands today.


Kay
@MelonHead
Multiverses have always been hard to run, though unusually difficult for me.


I think yours will, or would, run better. The problem is that the numbers are too low so you haven't seen the usual early doors enthusiasm that has loads of people flooding in.
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