Angelina Sinclair wrote:This is how I view magic and powers as well:
-Nothing is instant no matter how fast it is
-Everything travels from point A to point B.
By having these two rules there can be ways to block powers and magic. There is always room for some kind reaction time. The attacks from powers and spells also take time too. If I had a mage who summoned chains from the floor around a heroine then there should be portals first opening up and then the chains. The portals being an indicating something is coming. Experienced characters would react to that moment and not after the chains are coming to wrap them up.
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As for charge time it really depends on the spell casters. You got some that are very powerful and should be able to cast a fireball spell without a thought. What I would frown upon is any spell being an instant hit such as lightning. I know some players like to throw around lightning thinking no one can dodge it but there is such a thing as "lightning timers" in vs debates; characters capable of react to and dodge lightning.
I do agree that stronger spells, which the player needs to indicate what is a stronger spell for their character, should have a charge time. It helps build suspsense and go for a finish blow. In anime they got the DBZ characters who have their charge times, powering up. Some thing with spell users. If all your little spells help you get an opening for charging a spell across 2, 3 or even more rounds bonus for you cause that just emphasises the power of this spell. People with powers don't really get that option.
Yet despite spells being viewed as OP. There are characters who have pretty OP powers. Most of which are heroes, sadly. Then we got god characters running around who I'm sure are very OP. If you wish to fix the spell problem I'd say fix the power problem too along with it some how.
90% of the RP in fighting etc is fine, with no problems, and people are RPing very fairly. Some general hints are below to improve that stat to 100%.
1. Spend time in the character card section and in the RP logs to get an idea of the pecking order (which for easy reference is: You < The Dirt < The worms inside of the dirt < Popo's stool < Kami < Then Popo). Seriously, if you don't know a character or their abilities, asking real quick in an IM for the character sheet or for "Hey, how powerful?" is really easy.
Captain Strong is an OP Hero (Actually, he's been more of a loose-canon, who has been equally likely to assault heroes as he has villains.) He still takes a post to bump his power-levels, and I emote him doing so. Occasionally, pacing dictates that I give him the strength and have him use it in a single post. This still comes down to common sense. His name is "Captain Strong", wears a cape, and has an S on his chest. You should know at a glance that he can hit stuff hard, and probably move fast.
2. Don't assume that the knowledge base of the player mirrors the knowledge base of the character. Like, if I don't know how to build a robot, my character doesn't. This is obviously false. Jack Kirby didn't know how to construct a space shuttle, didn't know how to form interdimensional gateways, or for that matter the sentient computer's that would activate them. Yet, Reed Richards can still do that shit, and the New Gods all have OP iPhones. It should be assumed that (for an easy example) Kira knows metallurgy even if Angelina doesn't. The character knows how their powers work, even if the player can't fully articulate a pseudo-sciencey explanation for them.
On the other hand, don't assume that just because YOU know a thing, that your character knows it too.
3. The easier it is for you to call something up, the more "basic" the attack is assumed to be. If you emote "Lobs a few fireballs", they're basic fireballs and easy to avoid. If you emote "Calls forth a raging inferno which burns as hot as the sun" and you don't take a post to charge that, you are an asshole.
4. (related to 3.) The more of something there are, the weaker each is. 50 Ninjas are easier to defeat than 2 or 3. (This is called the Law of Conservation of Ninjitsu, and yes, it is real, and you can look it up.)
If you spam fireballs like Vegeta, they're basically going to sting a little if they hit. If you want to truly shoop your whoop, you must charge yo lazer. This is called "balance". It's best to not be too competitive, and have some understanding with the other person on what sort of outcome they're ok with. A stomp for one side, a grinded-out victory, a draw, etc. If you take on a character that can crush yours, and you aren't ok with that happening, you need to communicate this fact and agree on a way that you can escape with dignity intact.