Post by Belial on Mar 14, 2012 19:26:50 GMT -5
Unless the roleplay is between a small (less than 4) private roleplay and all sides consent to not using or skipping preps for the sake of completing an RP faster, they must always be used. There are exceptions to this, including certain events, non-combat one on one roleplay of divination, and other situations in which a player would need to keep posting the same casting motions for a long period of real life time.
Magic itself should be used for plot purposes and not dueling or fighting other players in a one on one environment. Furthermore, players using magic should be smart if they do attempt to use it to harm somebody. How many times can you get a cast off up close against a melee character in games where a mage is generally defined as squishy. In many video games you do not get away with being a pure mage and getting into a close up fight. Think smart, don't begin to cast a long spell in a room where your opponent could reach you.
To clarify prep use, it is to signify the turns left on a spell to the other players for their own OOC use. You may not spend a whole turn running away, dodging, getting hit and then begin to cast your spell. The act of casting should be accompanied by words, hand gestures such as praying and muttering to oneself or some form of lights on their hands. You cannot silent prep or start a prep at the end of a turn after multiple actions and then fire it off right off the bat next turn. That's unavoidable and generally viewed as cheap play. If a player is uncomfortable telling other players their prep count, they may whisper a staff member and we will keep track of it for the other players.
As with other weapons, spells that would greatly change a character in terms of maiming or death needs to be ran by the player first. We know nobody wants to spend four or five turns and just have the other person be 'okay'. That being said, it is only polite and such to allow people a chance to at least survive to foster future plots and rivalries.
The following is not a hard set of rules, however it should be used as a basis and generally should be followed as closely as one can. As a note, healing magic may be played out differently in a non-combat situation and preps can be skipped if a player wishes to do so. Healing magic should never instantly fix somebody up within a day or so unless the injuries are minor. A character cannot have both legs broken and get a healer and be walking after the spell is cast.
One Prep: Lighting a small room or candle. Changing a beverage from hot to cold without much harm to another. Closing and opening a book. Anything that is of little to no consequence in terms of harm to another besides a playful prank generally can be casted in one turn.
Two Preps: A fist sized fireball or iceball. Lifting and sending an object to a nearby area or person no larger than fifteen pounds at a slow to average speed. Closing a small cut or bruise to non-vital area no bigger than the average knee scrapes at a playground.
Three Preps: A fireball or iceball the size of a head. Lifting an object and sending it at a player or area. (The difference from two turns is that three turns you can either increase the speed of a small object or lift up a bigger one at a slower speed.) Closing and mending of medium sized wounds to limbs and torso. Summoning of a creature for use of manipulation by the caster. (In the case of summoning a caster cannot move from their general area while controlling the creature unless deemed otherwise in a plot or event roleplay. You cannot summon a creature and then use him to both gang up in melee combat on another player.)
Four Preps: Teleportation of a group no smaller than four players to escape with the caster. Setting of bones back into proper spots. Fixing and attempting to reverse damage of organs other than the heart or brain. (Cannot be done in a combat situation.) Harmful spells that can target multiple players or multiple person illusions. (An area of effect spell of this size is limited to medium sized taverns and buildings.) Summoning of no more than three creatures such as imps, mindless skeletons and zombies or forest creatures. (All of said creatures are mindless and fragile and can be generally seen as fodder.)
Five Preps: Devastating spells such as short lived storms or magically created beams capable of severely crippling or outright killing players if they are already wounded. Large scale illusions lasting several rounds of play time. Healing of lift threatening injuries aside from the impossible to recover from. Summoning of an extra planar creature such as a devil or demon.
Six Preps: Anything more powerful than what has been already stated goes from here on out.
Magic itself should be used for plot purposes and not dueling or fighting other players in a one on one environment. Furthermore, players using magic should be smart if they do attempt to use it to harm somebody. How many times can you get a cast off up close against a melee character in games where a mage is generally defined as squishy. In many video games you do not get away with being a pure mage and getting into a close up fight. Think smart, don't begin to cast a long spell in a room where your opponent could reach you.
To clarify prep use, it is to signify the turns left on a spell to the other players for their own OOC use. You may not spend a whole turn running away, dodging, getting hit and then begin to cast your spell. The act of casting should be accompanied by words, hand gestures such as praying and muttering to oneself or some form of lights on their hands. You cannot silent prep or start a prep at the end of a turn after multiple actions and then fire it off right off the bat next turn. That's unavoidable and generally viewed as cheap play. If a player is uncomfortable telling other players their prep count, they may whisper a staff member and we will keep track of it for the other players.
As with other weapons, spells that would greatly change a character in terms of maiming or death needs to be ran by the player first. We know nobody wants to spend four or five turns and just have the other person be 'okay'. That being said, it is only polite and such to allow people a chance to at least survive to foster future plots and rivalries.
The following is not a hard set of rules, however it should be used as a basis and generally should be followed as closely as one can. As a note, healing magic may be played out differently in a non-combat situation and preps can be skipped if a player wishes to do so. Healing magic should never instantly fix somebody up within a day or so unless the injuries are minor. A character cannot have both legs broken and get a healer and be walking after the spell is cast.
One Prep: Lighting a small room or candle. Changing a beverage from hot to cold without much harm to another. Closing and opening a book. Anything that is of little to no consequence in terms of harm to another besides a playful prank generally can be casted in one turn.
Two Preps: A fist sized fireball or iceball. Lifting and sending an object to a nearby area or person no larger than fifteen pounds at a slow to average speed. Closing a small cut or bruise to non-vital area no bigger than the average knee scrapes at a playground.
Three Preps: A fireball or iceball the size of a head. Lifting an object and sending it at a player or area. (The difference from two turns is that three turns you can either increase the speed of a small object or lift up a bigger one at a slower speed.) Closing and mending of medium sized wounds to limbs and torso. Summoning of a creature for use of manipulation by the caster. (In the case of summoning a caster cannot move from their general area while controlling the creature unless deemed otherwise in a plot or event roleplay. You cannot summon a creature and then use him to both gang up in melee combat on another player.)
Four Preps: Teleportation of a group no smaller than four players to escape with the caster. Setting of bones back into proper spots. Fixing and attempting to reverse damage of organs other than the heart or brain. (Cannot be done in a combat situation.) Harmful spells that can target multiple players or multiple person illusions. (An area of effect spell of this size is limited to medium sized taverns and buildings.) Summoning of no more than three creatures such as imps, mindless skeletons and zombies or forest creatures. (All of said creatures are mindless and fragile and can be generally seen as fodder.)
Five Preps: Devastating spells such as short lived storms or magically created beams capable of severely crippling or outright killing players if they are already wounded. Large scale illusions lasting several rounds of play time. Healing of lift threatening injuries aside from the impossible to recover from. Summoning of an extra planar creature such as a devil or demon.
Six Preps: Anything more powerful than what has been already stated goes from here on out.