Our characters are already developed; they have certain power levels.
Fanon Approval Committee. Extremely basic addition to a Roleplay. We voted against one. I don't see how people will want to vote for this.
It takes away numerous freedoms. It takes away a user's freedom to choose how an attack affects their RPC (which violates the unspoken RP Rules). It takes away a user's freedom to vary the power of their attacks. It takes away a user's freedom to decide whether they use one, two, or three moves in a post. It takes away a user's freedom to choose how often they use a move. With our current system, I can just sit in a Force Protection Bubble and shoot Force Lightning for the entire battle if I want. It takes away a user's freedom to....
Need I go on?
That is determined by the OPC, which is a very speedy service.
Okay so it is proposing a bit of a "reset". But we aren't saying you need to change your whole backstory, or saying that everyone starts out as padawans again. This just adds variety and ACTUAL power levels. The ones you think you use now are really just pretend.
I still don't understand. Voted against what? Extremely basic addition to a Roleplay? What does that mean?
No we aren't taking that away. Everybody still does whatever they want. If someone says "Uses Force Push" and the other guy says "*Gets flown back into a Wall*" They can still do that. The only difference is that the Force Push would ACTUALLY do damage to a person, not just "Oh you Force Pushed me? Okay. Well...instantly recovers! "
Yes it does mean that we are limited to 1 move per post. But in reality, its not like people would actually be able to do 3 separate things before their opponent does anything. So if anything, this is making it more realistic.
You could sit in a Force Protection Bubble and shoot Force Lightning for the entire battle if you wanted to the old way. But did that sound as boring to you as it did to me? You also just kinda proved my point. You could do that with the old way, and nothing would hurt you. Way too OP and unrealistic, and boring, and that also means that there is no winner.
A FAC basiclly is like a council of RPers that regulate certain things in the RP,if something is used,how it can be and how often,or if a ship is too OP and should be built as a superweapon. It kinda is like the canon version of the Jedi Council,where it solves the larger problems within the order.
Okay, I know I have had this discussion with someone before There is no reason why Jedi can't use Force Choke. Luke uses it in Return of the Jedi when he goes into Jabba's Palace.
And White Lightning is the Jedi version of Force Lightning. It is fueled by love and compassion or something like that. But yes, new abilities will be added. There is actually a lot of things that we will be adding, but we didn't want to overload you guys with too much information at once.
Is it related to Force Judgement,or Emerald lightning?
Each move does not need to be negotiated on. They all have set values. And we haven't added everything to the it yet because we just wanted to get it out there for now. Worry not, everything will be added in.
Well that's not entirely true. You can upgrade your character with armor and other special thing that we have already been working on, to make your abilities, such as Force Push, more effective and do more damage.
I am sorry that you don't find this new way "fun", but don't knock it till you try it. And I have no idea what FAC means.
You keep saying the word "free". What do you mean by that? This isn't taking away any kind of freedoms.
The value needs negotiation.
Our characters are already developed; they have certain power levels.
Fanon Approval Committee. Extremely basic addition to a Roleplay. We voted against one. I don't see how people will want to vote for this.
It takes away numerous freedoms. It takes away a user's freedom to choose how an attack affects their RPC (which violates the unspoken RP Rules). It takes away a user's freedom to vary the power of their attacks. It takes away a user's freedom to decide whether they use one, two, or three moves in a post. It takes away a user's freedom to choose how often they use a move. With our current system, I can just sit in a Force Protection Bubble and shoot Force Lightning for the entire battle if I want. It takes away a user's freedom to....
Need I go on?
Being able to choose how an attack affects your character means that there is never any danger of injury for your RPC. You can do whatever you want and people will still use either a Force power or, heaven forbid, deus ex machina to survive everything.
Also, more consideration needs to be given to the fact that mental concentration is needed to sustain just about any Force power. Staying in an invulnerable Force Protection Bubble for the duration of a battle requires incredible mental fortitude, and using other powers alongside a bubble would drive some Jedi (or Sith) over the edge. A Force user can't take, for example, a stun blast and use a Force power within a few seconds. The distraction of blurred vision, ringing ears, wooziness, and dizziness would make a power like Protection Bubble, Force Jump, or even deflecting a blaster bolt incredibly difficult for a few seconds.
As I have a lot of more important things to do, I didn't take the time to read all the posts after the first one. Let me just say: This method is a bit on my nerves.
First off, the armor is too overpowered. Second, the HP is too high. Third, there's too few abilities. Fourth, the abilities deal too much damage. Fifth, each ability needs the damage to be leveled with each person. Sixth, there should be a level of experience for each person to match the fifth reason. Seventh, just because the armor takes a while to create does not mean you need to make it have huge differences in battle. Eighth, the armor should be leveled with experience with each person and the HP. Ninth, more armor.
Now, I'm not gonna stop and explain anything, as I have no need to. Hunter asked me to write an opinion about this post, so there you go.
I might leave roleplay, to be honest. It's boring. It's irritating. It's hard to keep up with. I'm never included because I don't try to be, I just sit back and watch. That's why no one ever sees me talk on these posts. It's just, I was told repeatedly to vote, and I was gone for Labor Day weekend, so I didn't get much of a chance, so I came here to try to catch up. I read posts on the Election topic, Hunter told someone to go here, so I did the same and read the post. I like parts of the method, but it needs improvement.
As I have a lot of more important things to do, I didn't take the time to read all the posts after the first one. Let me just say: This method is a bit on my nerves.
First off, the armor is too overpowered. Second, the HP is too high. Third, there's too few abilities. Fourth, the abilities deal too much damage. Fifth, each ability needs the damage to be leveled with each person. Sixth, there should be a level of experience for each person to match the fifth reason. Seventh, just because the armor takes a while to create does not mean you need to make it have huge differences in battle. Eighth, the armor should be leveled with experience with each person and the HP. Ninth, more armor.
Now, I'm not gonna stop and explain anything, as I have no need to. Hunter asked me to write an opinion about this post, so there you go.
I might leave roleplay, to be honest. It's boring. It's irritating. It's hard to keep up with. I'm never included because I don't try to be, I just sit back and watch. That's why no one ever sees me talk on these posts. It's just, I was told repeatedly to vote, and I was gone for Labor Day weekend, so I didn't get much of a chance, so I came here to try to catch up. I read posts on the Election topic, Hunter told someone to go here, so I did the same and read the post. I like parts of the method, but it needs improvement.
We aren't finished adding everything to it yet. No, we are not adding a Level based system.
As I have a lot of more important things to do, I didn't take the time to read all the posts after the first one. Let me just say: This method is a bit on my nerves.
First off, the armor is too overpowered. Second, the HP is too high. Third, there's too few abilities. Fourth, the abilities deal too much damage. Fifth, each ability needs the damage to be leveled with each person. Sixth, there should be a level of experience for each person to match the fifth reason. Seventh, just because the armor takes a while to create does not mean you need to make it have huge differences in battle. Eighth, the armor should be leveled with experience with each person and the HP. Ninth, more armor.
Now, I'm not gonna stop and explain anything, as I have no need to. Hunter asked me to write an opinion about this post, so there you go.
I might leave roleplay, to be honest. It's boring. It's irritating. It's hard to keep up with. I'm never included because I don't try to be, I just sit back and watch. That's why no one ever sees me talk on these posts. It's just, I was told repeatedly to vote, and I was gone for Labor Day weekend, so I didn't get much of a chance, so I came here to try to catch up. I read posts on the Election topic, Hunter told someone to go here, so I did the same and read the post. I like parts of the method, but it needs improvement.
How is HP too high? Or armor too OP? Or abilities too OP?
He is going to add more moves,and from what I understand,sets of abilities for each rank.(master,lord,trainiee,etc.) As for six,how would experience be measured? Time on this,rank,what? Technically I am one of the oldest members of NJO(I joined 2015)but my training went longer then normal,then newer people have the rank of master. So rank wouldn`t be the fairest.
As I have a lot of more important things to do, I didn't take the time to read all the posts after the first one. Let me just say: This method is a bit on my nerves.
First off, the armor is too overpowered. Second, the HP is too high. Third, there's too few abilities. Fourth, the abilities deal too much damage. Fifth, each ability needs the damage to be leveled with each person. Sixth, there should be a level of experience for each person to match the fifth reason. Seventh, just because the armor takes a while to create does not mean you need to make it have huge differences in battle. Eighth, the armor should be leveled with experience with each person and the HP. Ninth, more armor.
Now, I'm not gonna stop and explain anything, as I have no need to. Hunter asked me to write an opinion about this post, so there you go.
I might leave roleplay, to be honest. It's boring. It's irritating. It's hard to keep up with. I'm never included because I don't try to be, I just sit back and watch. That's why no one ever sees me talk on these posts. It's just, I was told repeatedly to vote, and I was gone for Labor Day weekend, so I didn't get much of a chance, so I came here to try to catch up. I read posts on the Election topic, Hunter told someone to go here, so I did the same and read the post. I like parts of the method, but it needs improvement.
We aren't finished adding everything to it yet. No, we are not adding a Level based system.
Of course. That was a recommendation. It seems to complicated for this board to keep up with, anyway.
As I have a lot of more important things to do, I didn't take the time to read all the posts after the first one. Let me just say: This method is a bit on my nerves.
First off, the armor is too overpowered. Second, the HP is too high. Third, there's too few abilities. Fourth, the abilities deal too much damage. Fifth, each ability needs the damage to be leveled with each person. Sixth, there should be a level of experience for each person to match the fifth reason. Seventh, just because the armor takes a while to create does not mean you need to make it have huge differences in battle. Eighth, the armor should be leveled with experience with each person and the HP. Ninth, more armor.
Now, I'm not gonna stop and explain anything, as I have no need to. Hunter asked me to write an opinion about this post, so there you go.
I might leave roleplay, to be honest. It's boring. It's irritating. It's hard to keep up with. I'm never included because I don't try to be, I just sit back and watch. That's why no one ever sees me talk on these posts. It's just, I was told repeatedly to vote, and I was gone for Labor Day weekend, so I didn't get much of a chance, so I came here to try to catch up. I read posts on the Election topic, Hunter told someone to go here, so I did the same and read the post. I like parts of the method, but it needs improvement.
How is HP too high? Or armor too OP? Or abilities too OP?
He is going to add more moves,and from what I understand,sets of abilities for each rank.(master,lord,trainiee,etc.) As for six,how would experience be measured? Time on this,rank,what? Technically I am one of the oldest members of NJO(I joined 2015)but my training went longer then normal,then newer people have the rank of master. So rank wouldn`t be the fairest.
Why do I need to explain? The armor is too OP because, even though it takes maybe a week to make, it gives so much more HP. Of course, lower HP would be easier to track, seeing as people complain about how hard it is to keep track of anything, so that would mean the ability damage would need to go down.
I know. Who knows that? Make it up. I run an RPG, and I've run a few CYOAs, and I find it simple to track EXP. All you gotta do is for each battle won, each mission completed, each ability learned, and so on, give a certain amount of EXP to someone. But obviously, everything I just said in that sentence is rendered unnecessary, as no leveling will be added.
How is HP too high? Or armor too OP? Or abilities too OP?
He is going to add more moves,and from what I understand,sets of abilities for each rank.(master,lord,trainiee,etc.) As for six,how would experience be measured? Time on this,rank,what? Technically I am one of the oldest members of NJO(I joined 2015)but my training went longer then normal,then newer people have the rank of master. So rank wouldn`t be the fairest.
Why do I need to explain? The armor is too OP because, even though it takes maybe a week to make, it gives so much more HP. Of course, lower HP would be easier to track, seeing as people complain about how hard it is to keep track of anything, so that would mean the ability damage would need to go down.
I know. Who knows that? Make it up. I run an RPG, and I've run a few CYOAs, and I find it simple to track EXP. All you gotta do is for each battle won, each mission completed, each ability learned, and so on, give a certain amount of EXP to someone. But obviously, everything I just said in that sentence is rendered unnecessary, as no leveling will be added.
True,though it also wouldn`t seem right for armor to be useless.
Who knows what? That might work if we did something like that.
Why do I need to explain? The armor is too OP because, even though it takes maybe a week to make, it gives so much more HP. Of course, lower HP would be easier to track, seeing as people complain about how hard it is to keep track of anything, so that would mean the ability damage would need to go down.
I know. Who knows that? Make it up. I run an RPG, and I've run a few CYOAs, and I find it simple to track EXP. All you gotta do is for each battle won, each mission completed, each ability learned, and so on, give a certain amount of EXP to someone. But obviously, everything I just said in that sentence is rendered unnecessary, as no leveling will be added.
True,though it also wouldn`t seem right for armor to be useless.
Who knows what? That might work if we did something like that.
What I think is to make the cloak reduce damage taken and lower the HP given. For example, in the game known as "Overwatch", there are 3 ways of HP: Health, Armor, and Shields. Shields would be regained, Armor would reduce damage, and Health is normal. Armor couldn't be gained back (unless healed), because of logic, and same deal with Health. Basically, I'm saying make armor reduce damage by 10 or something (but NOT more than 40 - that would mean certain abilities are rendered useless), to make Armor more useful, not give so much HP, and still be hard to deal with. Sound good?
Now that I think back at it, we should keep it at what it is, not change it.
Edit: I didn't make this clear, though. Every 10 points reduced (with armor), the armor is damaged a little bit, meaning you only have a certain number of uses (unless healed) with the armor... (Sorry, this concept is difficult to explain. :/) To make this more clear, though, I'm just gonna say: you can get armor back, but your armor gets damaged, and eventually, you don't have that armor. You only have your HP, which your HP is now much more vulnerable than before. Make sense?
Our characters are already developed; they have certain power levels.
Fanon Approval Committee. Extremely basic addition to a Roleplay. We voted against one. I don't see how people will want to vote for this.
It takes away numerous freedoms. It takes away a user's freedom to choose how an attack affects their RPC (which violates the unspoken RP Rules). It takes away a user's freedom to vary the power of their attacks. It takes away a user's freedom to decide whether they use one, two, or three moves in a post. It takes away a user's freedom to choose how often they use a move. With our current system, I can just sit in a Force Protection Bubble and shoot Force Lightning for the entire battle if I want. It takes away a user's freedom to....
Need I go on?
Being able to choose how an attack affects your character means that there is never any danger of injury for your RPC. You can do whatever you want and people will still use either a Force power or, heaven forbid, deus ex machina to survive everything.
Also, more consideration needs to be given to the fact that mental concentration is needed to sustain just about any Force power. Staying in an invulnerable Force Protection Bubble for the duration of a battle requires incredible mental fortitude, and using other powers alongside a bubble would drive some Jedi (or Sith) over the edge. A Force user can't take, for example, a stun blast and use a Force power within a few seconds. The distraction of blurred vision, ringing ears, wooziness, and dizziness would make a power like Protection Bubble, Force Jump, or even deflecting a blaster bolt incredibly difficult for a few seconds.
Nonetheless, it was was rule and the MBs and is a rule on LMBE. Always has been, always will be.
True. However, a Force user could use Tutaminis to absorb the blast, and keep fighting as if it never hit them.
True,though it also wouldn`t seem right for armor to be useless.
Who knows what? That might work if we did something like that.
What I think is to make the cloak reduce damage taken and lower the HP given. For example, in the game known as "Overwatch", there are 3 ways of HP: Health, Armor, and Shields. Shields would be regained, Armor would reduce damage, and Health is normal. Armor couldn't be gained back (unless healed), because of logic, and same deal with Health. Basically, I'm saying make armor reduce damage by 10 or something (but NOT more than 40 - that would mean certain abilities are rendered useless), to make Armor more useful, not give so much HP, and still be hard to deal with. Sound good?
Now that I think back at it, we should keep it at what it is, not change it.
Edit: I didn't make this clear, though. Every 10 points reduced (with armor), the armor is damaged a little bit, meaning you only have a certain number of uses (unless healed) with the armor... (Sorry, this concept is difficult to explain. :/) To make this more clear, though, I'm just gonna say: you can get armor back, but your armor gets damaged, and eventually, you don't have that armor. You only have your HP, which your HP is now much more vulnerable than before. Make sense?
I kinda like the idea,though (sadly)I still side with hunters.
What I think is to make the cloak reduce damage taken and lower the HP given. For example, in the game known as "Overwatch", there are 3 ways of HP: Health, Armor, and Shields. Shields would be regained, Armor would reduce damage, and Health is normal. Armor couldn't be gained back (unless healed), because of logic, and same deal with Health. Basically, I'm saying make armor reduce damage by 10 or something (but NOT more than 40 - that would mean certain abilities are rendered useless), to make Armor more useful, not give so much HP, and still be hard to deal with. Sound good?
Now that I think back at it, we should keep it at what it is, not change it.
Edit: I didn't make this clear, though. Every 10 points reduced (with armor), the armor is damaged a little bit, meaning you only have a certain number of uses (unless healed) with the armor... (Sorry, this concept is difficult to explain. :/) To make this more clear, though, I'm just gonna say: you can get armor back, but your armor gets damaged, and eventually, you don't have that armor. You only have your HP, which your HP is now much more vulnerable than before. Make sense?
I kinda like the idea,though (sadly)I still side with hunters.
Side with Hunter in what? I literally just agreed with him...
True,though it also wouldn`t seem right for armor to be useless.
Who knows what? That might work if we did something like that.
What I think is to make the cloak reduce damage taken and lower the HP given. For example, in the game known as "Overwatch", there are 3 ways of HP: Health, Armor, and Shields. Shields would be regained, Armor would reduce damage, and Health is normal. Armor couldn't be gained back (unless healed), because of logic, and same deal with Health. Basically, I'm saying make armor reduce damage by 10 or something (but NOT more than 40 - that would mean certain abilities are rendered useless), to make Armor more useful, not give so much HP, and still be hard to deal with. Sound good?
Now that I think back at it, we should keep it at what it is, not change it.
Edit: I didn't make this clear, though. Every 10 points reduced (with armor), the armor is damaged a little bit, meaning you only have a certain number of uses (unless healed) with the armor... (Sorry, this concept is difficult to explain. :/) To make this more clear, though, I'm just gonna say: you can get armor back, but your armor gets damaged, and eventually, you don't have that armor. You only have your HP, which your HP is now much more vulnerable than before. Make sense?
We will most likely not do that with armor, at least not with all armors. However we could incorporate something similar to that with some other things that we will soon be adding. Thanks for the ideas!