Post by WAGA ARU G on Jun 16, 2017 22:39:39 GMT -8
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This site is freeform. That is to say, you act, react, and so on. You are allowed to craft your own abilities using what we call Magic Slots and power them further with Magic Upgrades. Everything is decided on a case by case basis.
Magic Slots allow you to create a new magic weapon, item, or ability. Everyone except Leaders and Hylians start with One Magic Slot. You can make this either a magic weapon, item, or even a custom power. You get more of these as you buy them or earn them in events. As of Act 1, the cap for Magic Slots is 2, meaning you can get one more. This is temporary, and will be expanded as the plot goes on. The cap is more in place to keep some hyperactive posters from blowing past everything and pretty much tossing bosses around like it's nothing. Yeah, it's cool to you, but kind of a let down to everyone else.
Magic Upgrades allow you to either beef up a Magic Slot by strengthening it, removing a weakness, or even adding a new (but related!) function. You acquire them the same way you do Magic Slots. Magic Slots can only be upgraded 3 times.
Other than that, the rest is run by common sense. Just remember that you aren't invincible and you should be fine.
So as I've explained, your magic slots have been divided up into weapons, items, and powers. This subsection is devoted specifically to the last one, as I feel that, more than the other two, it's worth to discuss, as powers tend to be their own thing, in a sense. So I feel it's best that I spend some time elaborating on this.
The simple truth is that powers are under more scrutiny than weapons or items. Here's why.
That being said, by all means aim for magic powers! I'm willing to work with you to help. Here are some pointers from me, all entirely optional, but something to maybe consider.
Again, optional, but you'd be surprised how much some thought can win someone else over. Hopefully with all of this, you aren't discouraged or daunted from making magic powers, but understand that they don't play by the exact same rules as weapons and items either. In fact, weapons and items have one advantage over abilities.
They can respec.
Weapons and items are physical, tangible things. They can break, so if you ever decide you aren't liking your current set up, weapons and items breaking is the way to go. Of course, that being said, No Refunds. You can get a new slot but in order to prevent people switching up their arsenal in preparation for a boss, no refunds. But the fact is it can be done, unlike magic powers because what're you gonna do? Break your hand? Any magic powers are permanent.
[attr="class","resettemplatetitle"]COMBAT SYSTEM
This site is freeform. That is to say, you act, react, and so on. You are allowed to craft your own abilities using what we call Magic Slots and power them further with Magic Upgrades. Everything is decided on a case by case basis.
Magic Slots allow you to create a new magic weapon, item, or ability. Everyone except Leaders and Hylians start with One Magic Slot. You can make this either a magic weapon, item, or even a custom power. You get more of these as you buy them or earn them in events. As of Act 1, the cap for Magic Slots is 2, meaning you can get one more. This is temporary, and will be expanded as the plot goes on. The cap is more in place to keep some hyperactive posters from blowing past everything and pretty much tossing bosses around like it's nothing. Yeah, it's cool to you, but kind of a let down to everyone else.
Magic Upgrades allow you to either beef up a Magic Slot by strengthening it, removing a weakness, or even adding a new (but related!) function. You acquire them the same way you do Magic Slots. Magic Slots can only be upgraded 3 times.
Other than that, the rest is run by common sense. Just remember that you aren't invincible and you should be fine.
[attr="class","resettemplateheader"]MAGIC POWERS
So as I've explained, your magic slots have been divided up into weapons, items, and powers. This subsection is devoted specifically to the last one, as I feel that, more than the other two, it's worth to discuss, as powers tend to be their own thing, in a sense. So I feel it's best that I spend some time elaborating on this.
The simple truth is that powers are under more scrutiny than weapons or items. Here's why.
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Powers, unlike weapons and items, have no real source. They come from you. When you shoot a fireball from your hand, it's not coming from a wand or anything, it's coming from you. That alone gives it a massive advantage over the other two; there's no real way to stop you from using it. You can stop someone from using a magic sword by disarming them, but you can't really stop powers without killing the spellcaster or incapacitating them in some form. That being said, items aren't immune to this either, and may face extra scrutiny if they're something notoriously difficult to remove or hilariously obscure.[attr="class","resetupdate"]2.
It encourages lack of restraint. That sounds weird, I know, but hear me out. When you try and give abilities to a magic sword, how do you think of it? Chances are, in terms of what would be fitting for a magic sword. Because the sword is the source, it already gets the person thinking "what can a magic sword do?" With powers, replace that with the source for a power, so replace it with "what can I do?" See where it can get a bit out of control?[attr="class","resetupdate"]3.
By their very nature, abilities can harm the metaphysical (Poes, etc). Weapons cannot do so unless it is explicitly noted that they have the ability to do so (which costs a slot/upgrade). Weapons need to be able to harm the metaphysical if you want to be able to kill poes or play the ever favorite game of Dead Man's Volley (tennis), which I guarantee you that at some point, a boss will start it. No, I don't consider that a spoiler - it wouldn't be Zelda without it showing up at some point.[attr="class","resetupdate"]4.
Straight up powers are actually really rare in Zelda. Usually the magic has some form of conduit, from the Master Sword to the Light Arrows to the Ocarina of Time to the Masks and beyond. Ganondorf has magic out the wazoo but he's already got a background as an accomplished sorcerer. Vaati's a talented sorcerer but he's obsessed with the stuff. Majora's got crazy powers but it's a Lovecraftian demon god or something. Zelda's the resident magical girl but she's got divine backing. If you took out all the magic toys, Zelda would likely wind up as a Low Fantasy (think A Song of Ice & Fire) setting.That being said, by all means aim for magic powers! I'm willing to work with you to help. Here are some pointers from me, all entirely optional, but something to maybe consider.
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Consider the background. Like I noted, Ganondorf had magic out the wazoo because he had a background of being a sorcerer. Maybe consider some magic training in your history or making the power as part of a bloodline ability or something.[attr="class","resetupdate"]2.
Learn. Vaati was a talented sorcerer due to being obsessed with it. Maybe consider finding a mentor and practice over the course of a few threads with them. Great way to build a relationship.Again, optional, but you'd be surprised how much some thought can win someone else over. Hopefully with all of this, you aren't discouraged or daunted from making magic powers, but understand that they don't play by the exact same rules as weapons and items either. In fact, weapons and items have one advantage over abilities.
They can respec.
Weapons and items are physical, tangible things. They can break, so if you ever decide you aren't liking your current set up, weapons and items breaking is the way to go. Of course, that being said, No Refunds. You can get a new slot but in order to prevent people switching up their arsenal in preparation for a boss, no refunds. But the fact is it can be done, unlike magic powers because what're you gonna do? Break your hand? Any magic powers are permanent.