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Honestly, I feel overpowered and under-powered can be a bit subjective in RP; after all, what one person views as under-powered can be another person's OP. Granted, I still feel like there are things that are clearly OP and those that aren't.
That being said, I think it's all about how a person plays the character. Each type of character poses their unique challenges. Personally, I like playing characters at a middle ground; Sometimes they have something powerful to back them up, other times they don't, and have to be creative to compensate. Honestly, I love to get creative with how my charterers compensate for their weaknesses, both new and old.
For example, Solaire herself used to be very skilled in magic before she lost her memory. While she still has her Tome and some notes from her prior life, she doesn't have the same knowledge to make full use of her natural talent. As it stands now, she is an average healer and can protect herself in combat, but I wanted to give her the potential to become quite the healer if she can hone her skills.
Ali, on the other hand, doesn't have much in the way of magic. While she is quiet the skilled pugilist, and has some natural strength to back up her punches. But besides this, she cannot heal, and more often than not she can bite off more than she can chew. But she makes up for this by being clever, both in and out of combat; after all, when all you have is your fist and maybe something to cover them, you have to think creatively.
When I look at my characters, I guess I like playing them in a kind of middle ground, occasionally leaning towards one end of the scale or the other. I also don't try to focus too hard on how "powerful" a character is, but rather "does this make sense" for a character. If it makes sense for them, fits what they know or what they could learn from plots, and fits lore, then I may go with it.
Anyways, I've said enough for now. @_@
That being said, I think it's all about how a person plays the character. Each type of character poses their unique challenges. Personally, I like playing characters at a middle ground; Sometimes they have something powerful to back them up, other times they don't, and have to be creative to compensate. Honestly, I love to get creative with how my charterers compensate for their weaknesses, both new and old.
For example, Solaire herself used to be very skilled in magic before she lost her memory. While she still has her Tome and some notes from her prior life, she doesn't have the same knowledge to make full use of her natural talent. As it stands now, she is an average healer and can protect herself in combat, but I wanted to give her the potential to become quite the healer if she can hone her skills.
Ali, on the other hand, doesn't have much in the way of magic. While she is quiet the skilled pugilist, and has some natural strength to back up her punches. But besides this, she cannot heal, and more often than not she can bite off more than she can chew. But she makes up for this by being clever, both in and out of combat; after all, when all you have is your fist and maybe something to cover them, you have to think creatively.
When I look at my characters, I guess I like playing them in a kind of middle ground, occasionally leaning towards one end of the scale or the other. I also don't try to focus too hard on how "powerful" a character is, but rather "does this make sense" for a character. If it makes sense for them, fits what they know or what they could learn from plots, and fits lore, then I may go with it.
Anyways, I've said enough for now. @_@