That's my fellow Kensei! Good job!~
I think this guide that you have created has alot to offer when it comes to helping make a character, and even to roleplay as them. I am asking that this is please stickied at the top, so that when one needs help, they can refer to this guide for help. If you don't mind, Moderaters ^__^
I also want to point out in particular, not sure if it was mentioned, that when using powerful attacks, they need to be charged to a appropriate amount before they are used. Such as if I were to use a strong variation of a Kahemehameha, a normal one would atleast require a 1-2 turn charge, and a Super one would require a 3 turn charge, considering its desctructive power. This is highly recommended when it comes to battling, that you have a weakness, an appropriate weakness to your character, a downside to your attacks or what you do, and a charge time to the powerful attacks, otherwise we have a bunch of god like characters floating around, who can excecute insane skills in one turn, and that's never any fun.
I hope this guide enocourages those who make characters with powers, or battling characters at all, to do things the right way, and make the competitive sport that we all like to do fun for everyone, and not a sour treat!
When it comes to weaknesses for me, I tend not to state them due to the fact that there is a overwhelmingly large amount of metagamers now adays that have begun to adapt and throw powers in there profiles, and when they see you have a weakness, they make it to where their character immediately finds the weakness, and goes to exploit that weakness. Now if we are talking between to fair characters that don't break their rules, I will hint my weakness, and perhaps put emphasis on it, but I won't come out and say he is weak to something or he has a certain weakness. Why? Well first off it depends on the weakness we are talking. You will know when you need to add a weakness, or when you need to hint it. As well as when you don't even need to put it in there at all, but my opinion on weaknesses is, that in most situations, weaknesses should be contained within the profile of the character in some situations, and in some not. Truly it all depends. Because if there is no seen weakness in your attacks, and you didn't state a weakness when roleplay battling, then you are most likely godmoding.
If you have a character with absolutely no weaknesses, he is godmoding. If he has the ability to know where someone is before they even get there, or to know where they are going, its godmoding. If they have the ability to teleport, they are godmoding. If they can destroy a galaxy with a punch, they are godmodding. If they can let off a discharge of attacks, without properly charging before hand each attack, they are godmodding. If they have a, they can only be killed or K.Oed one way thing going on, they are godmoding. If they are proficient in almost every area, they are godmodding. If they have the ability to control time to a certain extent, they are godmodding, but this can depend in roleplay battling, because it depends on the extent its used, but I tend to believe it is indeed godmodding. If your character, has any of the above, he is breaking one rule, or another. Also if you evade, and dodge every single attack done towards you, and it dosen't fit your character whatsoever. Guess what? Yea, your godmodding. Its easily seen if your character is godmodding, or breaking a rule or not, and its easy to understand what is considered that or not. Its logical, and you should think through your character, and his powers and sort out if he is godmodding or not.
If you don't do that, then you will end up with a character that godmod's, but the above normally peratins to roleplay battling only. if you have a character do the above, but its detrimental to the roleplay, then by all means, please do. Normally, when you make a character for a roleplay, he/she is approved by the GM anyways, so it really dosen't matter.
Nice guide you have here Qb!
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