ALTDBZ RULES
Section IV, Techniques
Subsection E, Forbidden Concepts
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Techniques are likely the single most
definitive source of originality, creativity, and flexibility in this room. In
many cases, we leave it entirely up to you as far as what your character can do,
so long as you earn it. However, there are some things we will not allow.
Unfortunately, because the human imagination is endless and immeasureable, the
concepts that we can't allow are also endless and immeasureable. That isn't to
say that we refuse a lot of things, but that no one list can detail every single
concept that we will ever possibly deny. We can list here the most common taboos
when it comes to tech design, and describe the reasoning why, and perhaps this
will help you, as a player, understand why we deny what we deny, and therefore
not have to discover the hard way something new we don't allow. Don't worry --
unless you're downright obvious, ignorant, and/or obnoxious about it, you won't
get in trouble for applying for a tech that gets denied down the line.
Without further adieu, here is a basic
list of things we generally don't like and won't allow:
Though an attack can be built up to be
so fast that it's unlikely that an opponent will be able to dodge it, you may
not dictate through any means that a tech is undodgeable to anyone. It violates
the "victims call damage" rule. Similarly, making techs designed to
make attacks obnoxiously near impossible to dodge are frowned upon as
powergaming. The exception, of course, is the ability to make any tech
undodgeable by the user of that tech. Generally speaking, a tech may contact
others through one of four ways: It can take the form of a projectile, stream,
or wave that strikes the victim(s) from a distance. It can be a specific
physical touch on the victim(s), such as pressing a finger to each of a victim's
temples. It can be an effect imbued upon the user automatically -- victims of
the tech would end up being those who the character touches or attacks
afterward, so the effect upon the user should be clearly visible and/or
detectable. Or, it can be an area of effect that is either centered on the user
or targeted with a projectile. Area of effect strikes must always give some
forecast that they are going to strike, throughout the area where they are going
to strike. Thus, the area might ripple a little before exploding, or the arrows
that fall from the sky over an area might take a moment to arrive. An explosion
based on the user still has a speed attached as it expands outward from the
user. These are all acceptable forms of making a tech dodgeable. Healing techs
and defensive "buff" techs are NOT exceptions to this rule.
- Dictating exact character
response, and mind control.
Even if an attack does strike a
character, while you are allowed to say what will happen to that character for
the most part, you cannot force a character to act a certain way to it. This is
the other half of the "victims call damage" rule. So, while you can
say that a character will be set on fire if they are hit by your attack, you
can't say the victim will run around screaming and thus be unable to take
effective action for a time. One of the most notably banned effects is the
controlling of another character through psionic mind control. Even if you
strictly lay down how a victim can be affected, most mind control techs will be
denied, because they often cause other players to protest... AltDBZ chatters, in
particular, are very sensitive to being able to control the actions of their own
characters. Emotions are another hot spot which is generally discouraged.
- Techs that steal or delete
others' techs, especially permanently.
Since techniques are so integral to
how characters succeed in the room, and since players become very attached to
the work they've put into their characters, instantaneous stealing of other
people's techniques is strongly looked down upon, no matter how it's carried
out. Beyond offending players, there are all kinds of complications to adopting
somebody else's technique, such as any required credentials, and any
prerequisites like a specific race. Especially denied are techs of one power
type that try to steal techs from another power type, and that chance only
increases when the user of the stealing tech doesn't have the other power type
in the first place. When these techs are approved, they are often extremely
expensive -- disproportionately so for how expensive the techs they are allowed
to steal are. Techs that actually permanently remove a tech from another
character's memory are almost always denied, no matter what.
- Techs that permanently steal or
reduce others' power.
This is similar to the guideline about
tech-stealing techs, but is a little more relaxed. You are allowed to
temporarily drain some of a character's power into yourself (though usually not
of a different power type than the tech is) or to nobody. You must specify how
long it will take to restore that power. However, permanent PL reductions or
robbings are much more strongly looked down upon. They are usually denied,
unless the foreseeable potential of the tech is very small (that is, if we can't
see you permanently draining or removing more than a few percent of a
character's power over the course of a fight, then it's more likely to be
approved).
- Techniques where the main
function is not dependent upon the user's power level(s).
That's a mouthful, I know. This isn't
so much a thing that will get your technique denied so much as it is something
that will make your technique much, MUCH more expensive than it would
ordinarily be. What it means is, as an elementary example, if you fire a ki
blast at somebody, it should be based off of your own power, not the power of
the person you hit. If you do base it on the other person's power, then it will
be vastly more expensive, and it will also be strongly scrutinized to make sure
you have a reason for it and adequate credentials for it. This basic concept can
be applied to most other situations where this would apply. It doesn't have to
depend on somebody else's PL in order to be marked up, either -- if you have a
projectile that simply stuns a person, regardless of their power, for a while,
then this will get marked up high as well. It should be noted that just because
the speed of an attack is based on your PL doesn't necessarily mean that the
tech is then based on your power, because in most cases, speed is not the main
function of the technique. If it is, then it's acceptable. Similarly, don't
try to get around this rule by saying that the vast majority of the damage is
due to the other person's power but a small portion of it is your own -- this is
just dirty practice. We see right through it, and it's considered metagaming.
- Balancing where the pro is in a
different field than the con.
This is the trademark of a powergamer.
The best way to explain this phenomenon is through example. If you have a
character who is a powerful mage, and you try to make a technique that greatly
speeds your spell casting ability, then it's not going to make it much cheaper
for you if you try to counter the cost by saying that in exchange, you lose
almost all of your physical strength. Why? Because mages almost never use
physical strength ... it's taking something valuable for something worthless,
though to another character it might be valuable. This kind of error is most
commonly seen in the design of races.
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