Character Strength [March 26, 2016] | World Destiny
Welcome to Kingdom Hearts: World Destiny! We are an AU Kingdom Hearts RP with no word count. World Destiny's story takes place post Dream Drop Distance, at which point we make considerable steps in our own story direction. Feel free to check out the Plot link to find out more!
All guests are welcome to drop in and say hi!
Nightfall: Chapter 2
Two years after the events of Dream Drop Distance, the Darkness became so great that it swallowed the worlds, locking them away within its merciless abyss.
Twilight Town, now covered in eternal night, stands as one of last Sanctuaries of Light. It is where players begin their journey.
Ever resourceful, the Moogles have created a safe place for refugees. They have charged the Denizens of Light with finding Castle Oblivion: it holds a key to the puzzle of the lost worlds.
But within the dark shadows of the sanctuary world a powerful dark force still looms, waiting to strike. Each survivor must choose whether to go to Castle Oblivion or stay behind to protect the world from the dragon that lurks in the shadows.
Power: Being a Role-Playing community, it is difficult to create an atmosphere in which achievement and gains can be attributed to a character as they learn and grow, and at the same time not making characters seem overpowered to newer ones in an RP environment.
Here on World Destiny, raw power is looked at as relatively the same, generally speaking. Say I've been here two years, and the person I am RPing against has been here a month. If my character is fighting a character with Fire spells and the opposing character has Ice, they are not less powerful simply because I have been here longer than they have and have more stuff. RP battles should feel like just that - battles.
World Destiny will operate with the understanding that character strength is an invisible horizontal line, and everyone pretty much is equal. Yes, there are some wibbly-wobbly variables; not everyone should know Ice magic, or Fire magic, or Wind magic. And a character who's strong in one should naturally be weak in another.
No one should come in thinking they will be accepted as 'the character that's better than everyone else'. Everyone is relatively equal in regard to power here. We want members to focus on stretching their creativity and enjoying the scenes they build with each other.
Even if we start out with the same strength level, those strengths may be attributed in different ways. Maybe somebody is really good at casting Light based spells and someone else is good at Barrier spells.
What they do with that strength, and the activities a character is involved in, will determine their accomplishments in the end...
Accomplishments: Accomplishments on World Destiny will render special items, spells or titles rather than brute strength or levels. These means are much easier to keep track of and to distribute without worrying about making some characters destroyers of worlds, while others can barely hold a candle to them.
How high up the accomplishment ladder you go depends on you - but it won't be because your character is 'stronger' or 'better' than anyone else.
Spells: Spells are all relatively equal in power as well. There are no Pokémon shortcuts for _x element_ beats _x element_.
Base spells, like Wind and Earth, are just as powerful as the combined spells you receive from Dueler X.
Items: One of the big balancing issues installed into World Destiny revolves around items that apparently scale a person's capability differently. (Remember how I was talking about that invisible string of character normalized strength?) Well, it is going to take imagination for several of the items introduced in Nightfall.
Improving a character's chance to dodge or turning a character's skin to stone are easy enough to envision. But there will be something on behalf of peoples' imaginations to envision some things, like '10% more damage'.
It is up to the RPer receiving damage to ultimately decide how much their character takes, or if the attack coming at their character hits or misses.
We are trusting people to make plausible judgements about giving and receiving damage.
*Note: If you plan to be battling a character, please look at their inventory and see what sort of items they have.