Jump to content

Valence

Members
  • Posts

    1413
  • Joined

  • Last visited

Everything posted by Valence

  1. I don't have much to add to both already very exhaustive answers. Just expanding on the difference between white magic and conjury, as said above, is not small. Both are a different art of magic, much like black magic is different from thaumaturgy. While both conjury and white magic relay on similar ways to focus their magic, using prayers, attuning to the land around, white magic basically has access to Hydaelyn's aether where conjury only borrows from elementals and the immediate land around (the same way that a black magic draws from Hydaelyn while thaumaturgy only from your own body). This means that the energy at the disposal of a white mage is nothing alike. The art of Succor also, is much, much more than just healing and casting a few elemental spells. It relies a lot on shielding, barriers and such, as well as animating golems (like seen in Amdapor), sealing voidsent, etc. It can also deploy devastating spells like Holy, for example. I would assume that in the old Amdapory society, there was probably a lot of different fields of study in White Magic considering how it was everything to them, and how extensive it was (much like Black and Void magic were everything to Mhach).
  2. All areas we get to visit ingame are usually very tiny portions of their whole region usually. The Steppe we see ingame is probably one of the many Steppes, where other xaela tribes not portrayed ingame probably dwell in at the time. Also good to keep in mind that the game always portrays what it can handle in terms of engine, resources and just manpower/dev time. You might notice that a lot of Stormblood scenes especially try to feature armies fighting and advancing and most of the time also just show tiny parts of them, as well as tiny parts of fights and regions.
  3. Others have already answered possible solutions, especially the usual one being working on a "local lore" (versus "global lore"), about a specific unit in the clan and whatnot. You can definitely play on expanding your own lore applied only to your little nucleus of family for your character. World building with that approach, is a nice writing exercise and I understand how it can flesh a character out. And it's certainly not really overstepping boundaries, but rather taking risks with the possibility of steering away from xaela stuff in favour of your own. I also see another approach, or rather, reasoning, that may not be as popular I guess, but that has the merit to be lore centric. With this in mind maybe you are trying too much to go away from the lore we have instead of working with it? For example if you take even the xaela tribes that are actually portrayed in Stormblood like the Mol, Qestir, Oronir and Dotharl, I can honestly say that maybe with the exception of the Dotharl who actually bear brand new Dotharl lore, most of what we learned about the other tribes is either confirmation of the few descriptive bits we had on each of them, or either xaela lore in general covering the whole race and its customs. If you take the Mol for example, the lore doesn't really try to "world build" like you try to do. It doesn't go lengths to describe how their hunting tools are different and what you have or how their people are different from the other tribes. It just flows in the direction of what we knew already of the Mol, and how they do the bidding of their gods in everything and how their whole karma is tied to it. It expands on that mostly. For the rest, well, it shows how they still are xaela, how they have xaela customs, xaela diet, xaela problems, and even how they still participate in xaela steppe politics. Their specific tribe trait with their gods just tends to colour the way they do all of that. While we had a whole new understanding of what the Dotharl actually are and how they think, well, they still portray the same xaela generic customs too. A lot of the quests you get in the Steppes with all those tribes are specific to them yes, but they also most of the time bring up various bits of generic xaela traditions (like milking sheep or how sheep is regarded and treated, etc). Reunion itself brings a lot of lore in that regards (thinking about the xaela children creche for example). What I mean is, you can also try to take all those bits of xaela lore, which are now quite numerous (food, eating habits, hunting, warrior culture, politics, herding, mating, education and whatnot), and try to see how they would apply to a tribe like the Sagahl. And/or play around all that xaela lore we have already. I think the pros of that approach is that you might also get a tribe more anchored into the nomadic xaela atmosphere. Edit: if it's any help that's how I proceeded to flesh out my own character background. I could have gone with creating my own Keeper tribe or what you have, with their own made up customs, thinking "what if I try to create a new keeper clan with their own little things and what will happen?". It's perfectly fine but I chose to go the other way around: "Let's take keepers with a city life and botanist/gridanian lore, and see how I can insert all that actual lore in her past and how it will flesh her out". In that case, I made up almost nothing, because the lore is already here, so I didn't go out of the mold. Edit 2: re reading in details what you fleshed out already doesn't seem contradictory at all with what I say so... maybe that makes my post more like a ramble and guidelines than an actual counter proposal.
  4. The thing with Mide's merry band of mischief makers is that for a start they roam the Hinterlands where they summon Alexander, which means that they left the Steppes at some point, or are even the offspring of xaela that migrated away even before (as we know there was several xaela migrations in Eorzea). It's hard to tell how much of their culture and traditions they retained and how much of the local customs they took, including the word "primal". It's also interesting to note that they never refer to it as a primal in the flashbacks if my memory serves me well. Mide only does it in the present time when she now knows exactly what it is. In their grand plan though, they don't seem to me to summon Alex as a primal in their mind, but as the ultimate sanctuary through a complicated codex of rules and mechanics that only a few chosen can decipher. It was designed as a contraption first and foremost, and also keep in mind that Travanchet was involved with the cursed Horn of Seal Rock. He didn't exactly sold the story as "hey guys, take that and use it to summon your primal would you? All in all I think there is way too many variables in the case of Mide to use her as a proper example for that. It's honestly a shame that Yugiri never tells us what they actually called Primals in Doma. Maybe they use the Garlean term because of the occupation? It's hard to tell but the kojin seem to call Susano a kami when it gets summoned (or a greater Kami, greater than mere elementals?). Or at least take him for such initially.
  5. They seem to /easternbow ingame as well. But then as said above, they have their own culture yes. They don't believe especially in kami, since their beliefs is about the duality of the Dawn Father and the Dusk Mother.
  6. Thaumaturgy (and Black Magic by extension) also uses crystals/gems fixed on the staff to collect the mage's aetherial energies. The staff itself serves as a focus channeling it right to the gem. The staff is always made of aether conductive materials, like bone, electrum, or other similar metals (beware, some metals like gold are actually insulating). Considering how the RDM questline seems to outright say that the Red Mages channel their own aether through their focus and right into their sword, I believe said swords must be conductive enough to focus such spells and enchanted melee moves. In short, I don't see why you wouldn't be able to play a RDM using a staff or anything else than a sword, and vice versa. The medium is not important, the difference lies in the school of magic.
  7. But that's totally on topic. We can't seriously talk about time bubbles, the context of journeys and suspension of disbelief without bringing the tone of the story into the equation. Also, the title is misleading and doesn't even have much to do with the actual OP, which is about how to handle time and journeys. I don't even know why I spend time writing and contributing if I'm not even sure I'll still find my post the next day. Thanks for deleting everything I guess.
  8. Ethys is a goldmine for very specific details and advanced lore, but I wouldn't advise everything on it to lore beginners. By watching Ethys vids it's also best to keep in mind that there is two main kinds of vids on his channel: - Lore coverage like the one on Ala Migho or the story (1.0, or Bindings Coils of Bahamut, etc). It's accessible and very extensive. When he covers something, he does it in depth. - Most of his vids, especially the older ones, are actually more about musings and speculation based on lore facts or what he knew when he did the video. Because of that a lot of his older vids are a bit obsolete or state facts that we know to be wrong now (like Ascians being tier 1 Voidsent for example). I wouldn't advise to watch those when you don't already know the lore because they mix a good amount of very interesting lore facts and his own speculations. In short Ethys is a great source of lore and ponderings, but you have to be careful when watching unprepared.
  9. I'm glad you brought this up as this is another one of those things I've wondered since we've gotten the new continent. While I can easily write over having to travel to the east via a boat or some form of travel that involves me going from point A of Eorzea to point B or Othard and then just go there via aetheryte cuz screw it. I always wondered how many players RP out the fact they aren't attuned to the aetherytes in Othard period. If we're speaking on the terms of casual RP, we can just easily come up with anything, hopped aboard a merchant ship, got a ride from a lominsian friend, flew by chocobo and somehow didn't get swept up into any issues for a good few days during, or you just tele'd to the aetheryte because.... Whatever the case may be, long term seems to make this part more of a main factor in you having to know that your character needs to attune to this new continent's aetherytes(assuming they're not from there originally) to be able to go there as frequently as you desire. I understand the cost and amount of anima this would use of course would be a bit draining to just easily do back and forth, but I'm more concerned about writing the "why did my character decide to go to Othard?" or the "How did they get here in the first place?". Casually it's easy to come up with any reason just for the sake of it and have fun, plot-wise it feels like you need to invest a bit of story in the travel itself to make sense. I guess what I'm saying is... I can't imagine maybe character types just waking up one day and going "I feel like going to the FAAAAAAAAR east.... yeap!" and then just doing it "because". I've been spending a bit of my story in writing how to travel that way too, and it's starting to feel a little iffy. It feels both forced and at the same time it feels as though it couldn't happen any faster than I wish it could. I have not much to add to what people already said above me... Since I already play in time bubbles in a similar vein to the MSQ and all that jazz, I don't feel any peculiar issue with continuing that way with SB and travel and stuff. It allows for far more freedom and elegant storytelling to me, as long as it remains believable (doesn't break suspension of disbelief that is). A lot of people will have varying views on what's acceptable and what's not for your dilemna. I am probably on the far end of the scale where I'm too stubborn to deviate from lore. I have always been one to almost shun aetheryte travel, or at least grind my teeth when it's used casually in roleplay. How many time have you had FC events where people get their briefing in their FC house, then use the aetheryte to get to their destination every damn day? And then back? And again? Since I know I'm a minority and have after all to follow FC events and whatnot, I go along with it. But aetheryte travel is not a given to most people in Eorzea, costs a shitload of money, and is far from safe as a mean of travel. You might notice that almost not a single NPC actually uses it except in the most urgent circumstances, and I have a hard time recalling even the Scions using that most of the time. And when they do through emergency spells not cast correctly (thank you Y'shtola), they get lost in the aetherial sea. I also believe there is a reason why the story is very shy in using that plot device. Because it was created obviously first as a main game mechanic for that MMO to be functional and fun. They of course justify it through the lore and story obviously, and the lore actually covers it pretty extensively for that matters, but it remains an awkward thing and the story doesn't like to use it. And I understand why. It cheapens every notion of travel and journey. You still have to attune to an aetheryte first, yes, so at least you have to do the journey yourself first. But even then, it still cheapens greatly the idea of scale and distances. It feels too easy overall. It already boiled down to what kind of character people want to portray too. Badass adventurers or shonen stories? Or more realistic, everylife characters? Depending on the tone of the story you tell, aetheryte travel can swiftly go from a normal everyday thing to something that just totally ruins your suspension of disbelief (and suspension of disbelief is the very essence of roleplay). So we know it costs anima, costs gil, can cost your life if not done correctly, and Alisaie also mentions that the aetheryte travel between Othard and Eorzea is way too much for all of them but the WoL who is pumped in anima like nobody. With that in mind Othard is closed to my character until she has to get there through proper means, which is travel. Maybe at some point airships will open up to get there (remember the non functional airship landing in Kugane?). Or maybe not. It's okay anyway, I got time bubbles.
  10. Given how Allagan were masters of bioengineering and flesh/organic aetherochemical manipulation, I'm not really surprised that their summoners privileged spells like that.
  11. Not necessarily rare or uncommon. It's just that a nunh leading can happen as much as a non leading nunh can from the wording of the lore to my eyes.
  12. My main thing was trying to understand if this is just a specific instance of occurrence or if there has been other things within lore hidden away that has shown other Seekers to do this. I was always of the belief they fight to get their rank. Why just step down? The way the general lore seems to be is that they are males determined to run a pride yet they seem to show more humanity then anything with this one alone. I feel as if this actually should be a focus of Seeker lore rather then the mass 'I love to fight, I'm the strongest nunh ever!' I constantly see people play. Yes it seems to usually be determined by a fight or a contest of skills. Here in the case of that tribe we were confronted to a whole other case scenario where there are too many nunhs. While we don't know if the nunhs would have to fight to determine who remains in position and who gets back to being a tia ultimately, we know that they didn't do it here and one chose to step down. It doesn't absolve however the son, willing to challenge the nunh status, to have to go through the usual challenge of the current nunh. What I meant above is that if we follow the general guidelines, that son would probably have to challenge the nunh like he has done so far, when he's ready. I don't see anything preventing that current nunh to step down when he's too old, or out of shape, or whatever, but I rarely see that as a necessity since most of the time a capable tia will probably show up and challenge him anyway. And the son seems determined so...
  13. You seem to already answer to your own questions regarding the matter to be honest. There was 2 nunhs, they chose not to fight when only one was needed at some point - more clearly, one chose to step down. Son is wiling to get revenge, then thinks better of it when he learns of the context and what really happened. Maybe the current nunh is taking him under his wing. Maybe the current nunh has no other son or male miqo'te to count on. Maybe he does that just out of pity. Maybe he intends to step down when the son is deemed worthy enough, or maybe he doesn't intend to give him an easy way and make the son prove his worth in combat in spite of anything... It's more of the domain of speculation rather than lore facts unless we get an extension of that questline at some point... I'm not totally sure what could be answered here?
  14. Well it's not that astral ice is by necessity less potent than astral fire, I meant more like, since it's harder to find astral ice and easier to come by astral fire, it probably requires less resources or something to build up...? But then again, as I said above, it's pure speculation on my part. It just seems to make sense to explain why it's Astral Fire and Umbral Ice and not the other way. It could be that it's actually as easy to generate astral ice than umbral ice, or whatever. I would advise not to put too much weight behind those hypothesises. I generally don't like hypothesises and I rarely give in to them, especially since it's by definition out of the lore.
  15. On Aether polarization: I think the answer you are looking for is simply that the current lore lacks a clear exploration and clarification of where does astral and umbral comes from. Maybe the MSQ or some quests might explore it further at some point? I personally suspect it has something to do with said aether proximity with stars and constellations while umbral is the opposite, the difference here is that light and dark aren't an element like in some other FF titles. Which means you can get light fire or dark fire. I want to insist that it's not lore but my own suspicion through various hints ingame or the way it's often worded. Other people have said above that aether polarities are similar to electricity, but I feel like a better analogy would actually be heat. For one electricity's polarity is binary (or at least discontinuous) and here we have a very organic scale of infinite degrees between pure Umbral and pure Astral. Secondly, heat tends to agitate atoms while lack of heat makes them still. I feel like it's better suited as an analogy to aether: umbral aether is very still and lingering while astral is rather active and swirling. This is also why some elements are more attuned naturally to one or the other polarity: fire, wind and ligthning are restless, elements full of life, while ice, earth and water are often the opposite. The former will burn or sweep everything they touch while the latter will probably more seep, sap, and slowly gnaw at things. So. Heat? The closer to stars (cf, astral), the "hotter", the more stirred it will be. All this in very rough layman's terms of course. It also doesn't mean closer in distance. Just more magically exposed to either stars, or at the contrary, exposed to the umbral depths (light vs dark). Edit: you might ask, how does the Coco brothers THM school of magic fits into this? Well, I'm pretty positive that you would probably be able to invert the method and use astral ice and umbral fire and whatnot, though that sounds very clunky and counter intuitive to use, requiring a lot more effort probably considering those elements' affinities. Hell, maybe you can even use other elements instead, like astral wind and umbral earth and whatnot? In any case, the umbral aspect in that specific school of magic seems to increase tenfolds the personal aether regen while the astral one sacrifices it in favor of an increase magic potency. On Eorzean Castra: I'm sure they named them from cardinal directions probably because they all were born in the same jurisdiction/region, so one becomes the castrum of the south of the Eorzea region, and so on.
  16. Castellum Velodyna isn't big either. It's just.... flat out, very vertical. Nothing tells of the height that Corvi could have had before its fall. Also, and maybe not even in a full fledged castrum, you don't exactly camp full legions inside one of those. The main bulk of an army probably remains outside, or spread between various garrisons.
  17. Derp. That's right. Slip of the tongue. So yes, they didn't invade the Steppes because they think there is nothing of value to them here.
  18. The Raen are mostly scattered around their own settlements, or more generally around Hyur cities in the Far East (Doma and Hingashi). Except for a few exceptional settlements like you will see in the SB MSQ, the Raen don't exactly own nations or territories of that they claim of their own, but they identify themselves as part of various nations (Doma, Hingashi). They often serve as vassals or retainers to various Hyur daimyo (lords). The Garleans have annexed all of Othard, including Doma, and the only remaining free nation is Hingashi. It's hard to quantify how many refugees Doma produced once it got razed by the Empire. A decent amount probably, but remember that it's not a massive exodus as well. You will see in SB that many locals still remained behind under the garlean yoke and I would argue it's the majority. Look at IRL conflicts like Syria and whatnot, and refugees are hardly the bulk of the population. Add to that the voyage alone to flee Othard for Aldernard. It takes at least 2 months by boat and I bet that most ships used by refugees are not exactly the most reliable ones either. The journey is not a safe, easy one. The locations where refugees might have ended up is hard to tell. I don't know if Yugiri's group is the only one but that sounds a bit weird to me. Maybe someone else will have more info? Yes, there were Raens in Doma when it got razed not even a year ago in the timeline. And they have been there for a very long time already, way before the Empire invaded, since that's where they ended up when they left the Steppes. So, there is no strict rules per se but general guidelines.
  19. If the game wasn't erasing half the time the show info panel I would put some details in there, even with the very limited amount allowed. So I mostly trust myself to sometimes squeeze such details in my emotes when it makes sense and seems important. I also trust people to go take a look at my wiki if they really are looking for exhaustive info. Note: the strenght of character itself carries a lot of this. If you manage to impress a strong image and/or trope over other players through your RP, those details are immediately printed in their memories.
  20. Most of the accents specifically tailored in the game that come to mind are mostly to my memory: - Ye old english, "thou shalt blablabla", mostly used in old books, prophecies, or spoken by wyrms and dragons, and Urianger cause he's weird like that. - Noble talk: not a proper accent with specific words per se, but generally very pompous and long winded. Formal and elevated. - Commoner's talk: more or less the normal way of talking I would say. Can lean towards a more vulgar version when used by Brume people like Hilda (she swears a lot). - Sailor's talk: mostly Lominsan. Explicit. You can find a hardcore version of it at the Rogues' guild, basically, the same patterns of speach but with a specific glossary of words like "cove" and whatnot. - Hingan language: pretty normal (with very humble tones to it), and the occasional smattering of japanese specific words like "Ijin" (gaijin), etc. Unsure if it's the same for Domans as Hien doesn't seem to use anything specific. - Sciencey talk: just add a lot of science words and a modern, scientific way of talking. Mostly used by Garlean engineers, or eorzean scientists or alchemists. - Corporate talk: mostly heard from allagan nodes and all their science/modern corporate system. And also from Garlond's executive girl. But yeah I don't know any dictionnary of sorts and honestly I don't think you would need one for most accents you have. Swearing and curses could indeed make for a specific glossary since Eorzea actually has a lot of specific curses like "Thal's Balls", "Seven Hells", etc, for the most famous/common of them. They tend to transcend accents and classes. You of course also have all the eorzean specific measures and units like the calendar (they forget here sennight and fortnight for the week and 14 days) and their non metric system. I don't know of any Hingan dictionnary yet, but there was a thread compiling some of them around here...
  21. Seigan is a DPS gain over Shinten (200 potency for 15 kenki versus 300 potency for 25 kenki). It's a no brainer to use Seigan over Shinten whenever you can. But that doesn't mean standing in shit all the time... Also, from what I gather a 3 sen Hagakure is always more potency than a Kaiten boosted Midare.
  22. As pointed above, the generally accepted solution against voidsent possession is death of the host. Unless you can tempt the voidsent out of the host by offering a way more powerful host instead, it's just better to kill the host before the voidsent completes their growth and toss the body away once done with it, and turn into their true, way more dangerous void form: voidsent usually get through the passage from the Void to the physical realm through tears, and the bigger the voidsent, the bigger the tear must be... which can be partially circumvented by powerful voidsent to instead seep without their corporeal form through smaller tears and take possession of mortals, using them as vessels to build back their lost power. An exorcist to me would basically be a 'janitor' sort of guy. A death bringer, bringing mercy on the possessed souls. It would be a gritty work more than anything else. The profession would likely be to kill the threat in its egg before anything dire happens. Religion is not hard to throw above the idea, especially for someone worshipping Thal, the divinity of death and afterlife. That could be kinda taboo yeah. The kind of guy you resort to when something shitty happens with voidsent, to clean up things, no questions asked. Not that dissimilar to a Witcher if you will. Probably the sort of guy that often has to fight tooth and nail with the more ignorant population that don't want to sacrifice their possessed loved ones. Void-touch as far as I know, is of the realm of player fanon. Lore only covers void possession quite deeply. The closest thing to lore I could see is extrapolating Void Taint which manifests through the realm where voidsent fester when left uncontrolled (cf, CNJ jobquest in the Shroud). Since it taints the environment, it means it can taint anything alive. However, it's a taint, a disease, probably akin to being irradiated IRL or something as creepy as that. It's not "touched" as players intend it usually. It's ill. Like spreading gangrene. Which can or cannot turn you into a void abomination eventually, once you are - mostly - dead already (Void creatures were once normal people in their own realm, the 13rd Shard). Oh well. It's basically Nurgle, in short. Yes, voidsent are "extremely easy" to detect through the use of aetherometers, but those are not exactly cheap and you would have to know where to look. A bit like with a geiger counter IRL.
  23. Bearing that the lore usually primarily features artifacts and stuff that actually tremendously enhances, gathers or multiply aether (like Seal Rock's Horn stolen by Stahlmann/Travanchet, or Tupsimati, etc) rather than the opposite (especially since all life is aether, so removing it is basically killing stuff), but it doesn't mean such things don't exist though I have nothing special that comes to mind right now. I think you can be creative through different means. I know it's an easy copt out way of doing things but the Void is often a good way to create many afflictions since most voidsent or void created artifacts directly consume, or suck on aether like nothing. Basically, Void stuff is a very convenient way of messing with magicks. We know that the Void Mages of Mhach used to seal their summons through poweful magicks of control, akin to bindings. Allagans do the same with the elder primal Bahamut inside Dalamud. Omega does the same to Shinryu with menacles. So it's within the realm of possibilities to prevent things to move, use their magicks, or anything, though artifacts of various kinds. I don't know of anything subtle enough for that though, but why not? I mean, something able to just disturb specific magic waves like a teleport doesn't sound too stretched to me. If it was a full magical barrier preventing or even nullying magic under its radius, you would bet that garleans would use such a portable, innocuous marvel. Most of those powerful barriers or forcefields we have seen so far are generally created by bulky and static generators (Magitek forcefields or Allagan impregnable barriers like around Crystal Tower or Azys Lla), and I don't recall anything specific just annhilating magic inside a certain radius. But something just messing with specific magics? I don't see why not. The RDM quest also seems to introduce the concept of runes that can mess with people to the point of controlling them as puppets. Magical seals or at least magical inhibitors of various kinds as a concept, are thing. Might need more sources to investigate on that, I'm mostly speculating through indirect means here. Edit: now that I think of it, another approach could be through aspected crystals, that tend to disturb highly the aetherial composition of everything they touch.
  24. The main advantage of rolls is what makes it fun for players involved, which is surprise. People have fun because they don't know exactly what the outcome is, and even if there is a strong chance for it to be that way instead of this way, there is still the little possibility something screws everything up. Rolls are by definition game elements and thus bring a more gamey feel to what they touch. It's the exact same thing that people arguing for or against full story games like Quantic Dream games or Telltales, and whether or not they are games and whatever asinine argument it is always about. It's basically just a matter of taste, and in our online case, of context. Some events will require the smallest amount of rules by necessity, and some at the contrary, a mandatory base for various reasons. That being said a system I usually find acceptable and always easy to implement in most situations when people want to create differences in what characters specializations are and their respective level of power, is asking players to make me a list of their skills/abilities and rate them from 1 to 9. The higher the most potent. Then it's a simple matter of roll/check. If your character rates 6 at a specific skill, if they roll under 600 they are good, above, they fail. In case of opposing rolls like for combat, people roll their dices, check if they aimed correctly, and if so for example for a character with a skill of 6, they have to roll under 600 to pass. It doesn't mean the enemy is hit however. The other player will also roll their opposing skill and if only one succeeds, then they hit automatically, and if both succeed, then the one being higher than the other hits and cause damage. It means someone with a higher skill rating will always get a certain advantage over the other since they can roll way higher while still passing their ability check. To take an example, the Warrior of Light having a swordsmanship skill of 9 versus a lvl1 mite having a melee skill of 1, the WoL can roll between 1 and 900 to pass, while the mite will only be able to pass between 1 and 100. Which leaves 100 to 900 for the WoL to win even if the mite passes its 1-100 check. A variant can also include a dodging skill instead if you want to keep a strong difference between attacker and defender, or if you think it works best for ranged combat for example. You can of course makes things more complex if you like as a GM by adding your standard bonus or malus to rolls depending on the context (a short sword vs a lance, etc). I find that system overall to be pretty simple and elegant and works most of the time for rules light contexts like MMO RP. Edit: you ask me, but what about a ranged fighter versus a melee fighter? Good question, and you have several ways to deal with it, for example, Melee can't attack as long as they are not in melee range and can only roll an evasion skill instead. Once they are at range, the ranged attacker will suffer malus to their rolls.
×
×
  • Create New...