Post by Oblivion on Aug 6, 2013 9:31:39 GMT -5
Starting Ability rules
1.
To start. Always. Consult. Already accepted. Apps before you start asking questions so you can get a feel for how things should be.
2.
Abilities that combine more than one element will be judged harshly and cannot exceed mid-level damage. Unless you've bought the required upgrade which will combine an attack with a spell.
3.
Abilities that both hurt everything and heal will not be accepted. It's over powered. We don't want it. If you're going to use this? Either have it target a single enemy or heal a percentage of damage dealt.
4.
All attack abilities MUST state how much damage they deal whether it's mid level damage, heavy damage or even a percentage.low level - 100 dmg
mid-level - 150 dmg
heavy/high - 200 dmg
very high - 250 dmg
very very high - 300 dmg
extreme - 350 dmg
etc etc etc it goes up in increments of 50 cannot exceed 400 dmg. If you're going to exceed 400 dmg then you'll need to start using increments that deal in percentages of current or max hp.
5.
If you have 20 abilities (this includes spells and passives) then you must have twenty weaknesses, by weaknesses we mean things that physically impare you, not 'If something looks like something then my character won't want to attack' that isn't a weakness, that's a dislike, put it where it belongs. If it physically impared the character however 'Against small children all my characters attacks are 20% less effective.' then that's a weakness but it should be included in the ability description on the abilities it effects.
6.
An ability should only do ONE thing for the most part, there are exceptions to this rule, such as +25% extra damage to enemies weak against an element or drain effect abilities.
7.
Every character must have at least one elemental weakness, you cannot be uneffected by all elements unless you take a lot of damage from physical attacks or your magical attack suffers for having so much range.
8.
You cannot start with the highest level spell in any one tier unless you're not going to give them many tiers of another spell. I.E. All tiers of fire, only the first and second tiers of wind and lightning.
9.
Any sort of invisibility/cloaking only lasts a couple turns, and has a CHANCE of a non area or seeking attack not hitting you. If you attack in some manner, odds are who or what you're attacking is generally going to figure the general area of where you are. Also, if some one were to put oil on the floor or its soft terrain, they could figure it out that way. You're harder to hit, not impossible to. (possibly link to gollum vs frodo in return of the king for that point)
10.
Skill stealing abilities are banned. You may however have an ability that copies others abilities. For example 'The ability to copy a single ability (any type of ability regardless of the characters own weaknesses) from someone upon seeing it (with rpers permission) it's permanently added to the characters ability list. If they want to learn something new from the same character they will have to forget or discard the old ability they learned/copied.
11.
Maximum elements on any one ability is two and we do NOT expect every ability to be dual element, when we say two elements we mean you start the ability with ONE element and then buy the extra element for it, you won't be allowed to combine more than two and any apps that already have more than two will have one element ignored from their ability. The reason why we will not accept more than two is because some enemies may have multiple elemental weaknesses.
12.
Cool downs and usage are as follows:-
Add one more post for cool down for an element attached.
Add one more post cool down and remove 2 posts of usage if it has a secondary ability such as drain, heal, status effect or buff.Single Target, only damage skills.
Low damage - 2 post cool down, max usage of 12 times per thread, or 4 post cool down max usage of 4 times per battle.
Mid damage - 3 post cool down, max usage 9 times per thread, 4 post cool down max usage of 12 times per thread or 5 post cool down max usage of 4 times per battle.
Heavy/High damage - 4 post cool down max usage 7 times per thread, 5 post cool down max usage 9 times per thread or 5 post cool down max usage 3 times per battle.
Very heavy damage - 5 post cool down max usage 5 times per thread or 6 post cool down max usage twice per battle.
Anything above very heavy damage should only be used once per battle.Area Skill, only damage skill.
Low damage - 4 post cool down, max usage of 12 times per thread, or 6 post cool down max usage of 4 times per battle.
Mid damage - 5 post cool down, max usage 9 times per thread, 6 post cool down max usage of 12 times per thread or 6 post cool down max usage of 3 times per battle.
Heavy/High damage - 6 post cool down max usage 7 times per thread, 8 post cool down max usage 9 times per thread or 7 post cool down max usage 3 times per battle.
Very heavy damage - 7 post cool down max usage 5 times per thread or 8 post cool down max usage twice per battle.
Anything above very heavy damage should only be used once per battle.Percentage attacks
+1 to cool down and -1 to usage for max hp damage.
In the case of 40% area? there is no cool down or usage as it can only be used once.
25% or under single target, can be used up to 4 times in one battle with a cool down of 6 posts.
25% or under area target, can be used up to 2 times in one battle with a cool down of 6 posts.
40% or under single target, can be used up to 2 times in one battle with a cool down of 8 posts.
40% or under area target, can be used once per battle.
We will not accept anything with a damage over 40% unless it deals a weakness to the character. i.e. deals 45% max hp damage to all enemies but stuns character for a turn rendering them unable to move.
13.
Unsure about an ability? PM Oblivion.