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 RP Slots and their implications

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Tsunade
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PostSubject: RP Slots and their implications   Mon Jul 27, 2015 7:56 pm

As the title suggests, do these extremely expensive slots do anything for DF?
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Beelzebub
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 8:05 pm

I'm confused over the "Can cast ninjutsu with Doujutsu" slot. What does that mean? That you can make ninjutsu doujutsu? I thought that was already a thing since doujutsu is an element.

Does it mean you can use ninjutsu rp'ly without seals and it just uses your doujutsu instead? Thats already a thing, ninjutsu while physically stunned - Anja Have it, if they have there third eye then they can use ninjutsu via it rather than handseals.

Is there some third thing I'm not understanding?
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Solknight
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 8:10 pm

Canonically it's been shown that Doujutsu, while they may be a vehicle or aid for certain taijutsu and specific ninjutsu, cannot directly use Ninjutsu with them- or more specifically, out of them, without being an advanced form of it (Mangekyo Sharingan, etc). It was more of a decision to keep the server closer to canon in those terms, where using Ninjutsu through one's doujutsu is considered a big deal for people to shoot for. The benefits of that are more or less renown, and a different approach for one's doujutsu, while the benefits of flying should be pretty obvious in terms of DF (How is an enemy supposed to reach me 1 area away in the sky, etc).

As for the Anja, the slot for 'casting ninjutsu through their doujutsu' is being tweaked a little so that it facilitates chakra use- but no one is going to have Doujutsu Ninjutsu unless it's a part of their Grade 4 slot.




....Also to clarify, as this might not exactly be straight in the post- the RP ability isn't the entire slot! Sorry if that was a point of confusion for people. It's more of an addition, as part of the slot to show their mastery of the technique/doujutsu. Flight obviously has a greater impact on DF and a larger chakra drain than simply using one's eyes.
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Beelzebub
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 8:25 pm

and actually flight has no DF-mechanic. We've seen shinobi jump higher than the aloted amount of height a person can fly. There is nothing to stop someone from jumping and attacking. >.>;; So unless you're going to allow auto-win on flight, it's purely for RP.

EDIT: Rock lee had an entire fight in the air and he can't fly.


For ninjutsu through doujutsu - Are you going to go back and everyone with 'doujutsu element' who made a ninjutsu with it, are you going to yank it from them?
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Solknight
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 8:46 pm

Thankfully little has to be changed in terms of people who have Ninjutsu Doujutsu and they've been understanding about the change... and I would really like to thank the playerbase and other staff for dealing with us and our pains while we settle on making the system consistent in a way that's good for the setting. We're going to work with everyone to get their techniques settled without simply yanking them away.

As far as being 'unreachable' while flying, that's something of a two-way street, as unless either party can use techniques areas away, it's somewhat moot- though flight isn't just limited to PP/RP slots, jutsu are capable of it to a lesser degree.
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DeviantArtz09
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 9:43 pm

While it actually doesn't effect me too much, the flight thing is not something, to me, that you can just tack onto a system and call it good. The biggest problem is the fact that you've added "range" to how far someone can fly, or how high. This alone is going to add a huge complexity of mechanics that will need to be added. How far does many range attacks go? If someone throws a kunai, can it strike someone 100 metres away? Nobody can really answer or justify this unless every single ranged attack in the game has some kind of "minimum and maximum" range limitation put on it. Even if that's added, now you have an entirely new complicated mechanical slot to add to techniques and powers, as well as how far AOE's can reach. Continuing this path, how far can someone fly or move in a single turn? This is now yet another complicated mechanic added by simply adding a range of metres to flight.

Flight is not simple, especially if you start adding measurements. My advice: Either make it a flavor thing with no real numbers, or be prepared to be changing a lot to give real meaning behind the numbers instead of simply here-say. Even something as seemingly simple as "range" is an incredibly complicated mechanic. There's a reason pathfinder and D&D like systems have it implemented either well or crappy.
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Solknight
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 9:57 pm

Instead of measuring in meters for that, we do have the 'areas' part below it to measure how far something reaches in areas. Typically if something is 1 area away, it's something that can be reached reasonably by ranged weaponry and ninjutsu- beyond that is going to require something a bit more.
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Tsunade
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PostSubject: Re: RP Slots and their implications   Mon Jul 27, 2015 11:34 pm

As there are no DF mechanics involved there, it's a moot point.
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