Idea
The Pun Tyrant
One thing that ticked me off ever since I started participating in group RPs was the lenience with which characters got approved. It appears that unless you strictly contradict the GM you are not likely to fail approval (unless the GM said no overpowered characters in that case people seem to get away with it all the time).
After taking a look at the character feedback too, I felt the need to speak of this topic.
If are, plan on being or have ever been a GM, do consider these types of OP characters that generally seem to get approaved without second thought:
1.Large Scale [insert something]
This is very, very common one to the point where it has gone back and forth from cliche several times.
It consists of making a certain trait (say speed) above the average more than just slightly.
Doesn't seem so bad, right? So, their character can move at great speeds. Doesn't mean they can't be beaten, right?
The problem is that if they are not specified to be only slightly faster, stronger or whatever, then there usually are no real boundaries. These powers usually amount to making players untouchable and almost (if not really) autohit.
Is it irrealistic for attacks to fail hitting these people? Well, no. The problem is exactly the opposite. It's irrealistic for any attacks to actually be successful, without forcing the situation. A character is, this way, unbeatable. You can't hurt something you can't hit.
2.Kinesis Powers
Let's go by steps here. A kinesis power is one based of being able to influence things with your mind. This means:
-you get to skip all forms of physical boundaries
-you get to do it precisely the way you want it
And the problems:
-It can't be stopped-
Most of these powers only require you to focus. This means that as long as you can say "oh, he tried really hard toi concentrate" BOOM you get to use your kineis nomatter what happens. While by itself this doesn't make a character over powered put it together with what comes nextt and you'll see why it is actually so harmful.
-the imagination's the limit-
kenisis powers tend to have a real wave of vagueness to them. Rarely will they specify what can or can't be done: That means if they can think of it, it probably can be done.
If you have telekinesis, this means you can litterally pull someone's heart out of place with your mind. Pirokinesis? You can set someone ablaze inside.
-Not enough limits-
Very related to the previous one, this problem pertains to the fact that you need a severe amount of limits for kinesis to be fair, something that only happens in, regularly, OP powers. And why does this happen? If you have telekenisis, and you can only lift stuff up to a feet away, then you can do it even if it's an elephant. You can pull someone aparat bit by bit. You can prevent anything that comes near you from hitting.
And nobody can stop you.
3.Time warps
You'd think this is pretty obvious, no? Time-controlling abilities are OP. Since the dawn of RP that people knew this.
Yet, the knowledge seems lost. More and more I see time-tracks wannabes like foresighting and other prediction abilties or even abilities that think going back in time for 2 seconds is not bad because it's two seconds. That's two seconds of omniscience!
Another one is time slowing. This is eqquivalent to stopping time, usually, only phrased differently.
Time control have the afore mentioned problems of superspeed, except in this one you don't even have to move.
4.Elemental Control/generation
In this one, it's a matter of measure. I'll leave it simple and say this:
If you can summon elements, like with kinesis, you can't be stopped.
If you can't but you can still control them to. a large extent, it's OP.
One of the main characters in Kazo No Stigma it's a character tha can use wind and is a perfect example of this: he can use wind to do ANYTHING from slicing stuff to flying to invisble shields that can't be pierced at all, hurricanes, track any person at all down, sense enemies, etc...
Controlling elements is a very versatile idea and if you're not careful with t's limitations, it's gonna backfire.
5.Darkness Control
Darkness is the absence of light. That being said, nowhere is it stated there is any kind if physical substance to shadows.
So one must be created.
This is not a problem. What is that this tends to not happen. People come up with some vague concept in their minds and usually not even that is explained.
In other words: they can do anything. They have the sharpest sword there is and can hit always because nothing can really stop them. They have the strongest shield ever. They have a way to essentially become invisible.
As a jack-of-all trades few can beat darknes control, especially how darkness manages to maxime the effects of each one. It makes me wonder if you have a ton of OP abilities in one is that OP of something worse? Cause if it is worse, then darkness control is it.
6.Mind or memory reading
First of all, it's metagaming in disguise. You can read anyone take their memories. This makes you able to predict movements, understand someone immediately, expect their every move, etc...
Next, apart from the metagaming, this ability is useless. No worse than that. It's harmful. If you can read memories then your character is supreme ruler of what is or not legitimate: after all, you know everyone'ds past, even the part the other RPerd haven't come up with yet. Not only that, but reading memories or minds means reading exactly what your fellow RPers (and GM) wanted to keep hidden. This ability exists solely to screw everyone's plans and offers nothing to return for it.
In other words uts destructitively OP and doesn't have an ounce of constructive material to it.
7.Memory or Perception Manipulation
I doubt I really have to say much about this one. It's mind control. Like...It only has SLIGHTLY different words.
In fact, mind control is better than this. At least mind control doesn't screw up the entire character in the process. Cause if your memories are different your personality also changes, innevitably, however minorly.
The fact this ability can screw up worse than one of the biggest "no"s in roleplay history should be a clear sign that it is a bad idea.
8.overly pereceptive
9.Chase attacks
These are the abilities that allow you to use tgem and they will chase your opponent. Or it can be a skill that says your character never misses the target.
This is bluntly autohit. You are forcing the other RPer yo receive the attack.
The reason this is OP is exactly that. If an attack can't be avoided how are you supposed to survive? They aim for the head,boom, you're dead.
10.Healing Powers with no backfire or that can be used on oneself
11.Vagueness
If each of the other was taking big slices of the cake, then this one takes the whole bakery. Found in the most variable manners (summons an X at random, mastery with poisons/potions/alchemy, casts spells, etc....) this consists on giving halfhearted information on what can be done.
Why is this OP? You have a counter fir everything. You can litterally just say "oh, I have a poison that counters immortality". This meabs that nomatter what the opponent does, you're always better. At the least, equal.
12.Teleports
[WIP]
13.Immortal
No, I'm not kidding. I've actually seen this approved many times. with no drawback.
It blows my mind to see something like this, a plain and simple stated immortality (and I meab in the litterally sense. "Immortal" was the actual word used). You'd think this only means age, right? Well, I'll admit often times people are right about that on this one, it's about age not wounds. But if I stated my character is immortal and it was accepted what was there stoping me from making character actually impregnable from any kind of death?
And even if we stick with age, there are tons of meta implications to consider: how long did they live? What did they see and know? Does that contradict the roleplay? Wouldn't it take the conflict away if the character is just old enough to know their weaknesses?
The implications of immortal characters are pretty heavy and definetly a form of OPness.
14.Power Mirrors
[Tobe explained]
Common Excuses and mistakes and why they are wrong:
-Being OP depends on the RPer's skill
-I can do what I want with MY character.
-OP only affects combat RPs
-Energy or Focus are good costs
-Powers have nothing to do with Personality and Backstory
-Personality Flaws are enough to balance OP powers
-It's ok to make an OP character if that was the point
-But how supposed I supposed to win if...
-I trust he'll be reasonable...
-OP means you can't be killed
-OP is ALWAYS bad.
After taking a look at the character feedback too, I felt the need to speak of this topic.
If are, plan on being or have ever been a GM, do consider these types of OP characters that generally seem to get approaved without second thought:
1.Large Scale [insert something]
This is very, very common one to the point where it has gone back and forth from cliche several times.
It consists of making a certain trait (say speed) above the average more than just slightly.
Doesn't seem so bad, right? So, their character can move at great speeds. Doesn't mean they can't be beaten, right?
The problem is that if they are not specified to be only slightly faster, stronger or whatever, then there usually are no real boundaries. These powers usually amount to making players untouchable and almost (if not really) autohit.
Is it irrealistic for attacks to fail hitting these people? Well, no. The problem is exactly the opposite. It's irrealistic for any attacks to actually be successful, without forcing the situation. A character is, this way, unbeatable. You can't hurt something you can't hit.
2.Kinesis Powers
Let's go by steps here. A kinesis power is one based of being able to influence things with your mind. This means:
-you get to skip all forms of physical boundaries
-you get to do it precisely the way you want it
And the problems:
-It can't be stopped-
Most of these powers only require you to focus. This means that as long as you can say "oh, he tried really hard toi concentrate" BOOM you get to use your kineis nomatter what happens. While by itself this doesn't make a character over powered put it together with what comes nextt and you'll see why it is actually so harmful.
-the imagination's the limit-
kenisis powers tend to have a real wave of vagueness to them. Rarely will they specify what can or can't be done: That means if they can think of it, it probably can be done.
If you have telekinesis, this means you can litterally pull someone's heart out of place with your mind. Pirokinesis? You can set someone ablaze inside.
-Not enough limits-
Very related to the previous one, this problem pertains to the fact that you need a severe amount of limits for kinesis to be fair, something that only happens in, regularly, OP powers. And why does this happen? If you have telekenisis, and you can only lift stuff up to a feet away, then you can do it even if it's an elephant. You can pull someone aparat bit by bit. You can prevent anything that comes near you from hitting.
And nobody can stop you.
3.Time warps
You'd think this is pretty obvious, no? Time-controlling abilities are OP. Since the dawn of RP that people knew this.
Yet, the knowledge seems lost. More and more I see time-tracks wannabes like foresighting and other prediction abilties or even abilities that think going back in time for 2 seconds is not bad because it's two seconds. That's two seconds of omniscience!
Another one is time slowing. This is eqquivalent to stopping time, usually, only phrased differently.
Time control have the afore mentioned problems of superspeed, except in this one you don't even have to move.
4.Elemental Control/generation
In this one, it's a matter of measure. I'll leave it simple and say this:
If you can summon elements, like with kinesis, you can't be stopped.
If you can't but you can still control them to. a large extent, it's OP.
One of the main characters in Kazo No Stigma it's a character tha can use wind and is a perfect example of this: he can use wind to do ANYTHING from slicing stuff to flying to invisble shields that can't be pierced at all, hurricanes, track any person at all down, sense enemies, etc...
Controlling elements is a very versatile idea and if you're not careful with t's limitations, it's gonna backfire.
5.Darkness Control
Darkness is the absence of light. That being said, nowhere is it stated there is any kind if physical substance to shadows.
So one must be created.
This is not a problem. What is that this tends to not happen. People come up with some vague concept in their minds and usually not even that is explained.
In other words: they can do anything. They have the sharpest sword there is and can hit always because nothing can really stop them. They have the strongest shield ever. They have a way to essentially become invisible.
As a jack-of-all trades few can beat darknes control, especially how darkness manages to maxime the effects of each one. It makes me wonder if you have a ton of OP abilities in one is that OP of something worse? Cause if it is worse, then darkness control is it.
6.Mind or memory reading
First of all, it's metagaming in disguise. You can read anyone take their memories. This makes you able to predict movements, understand someone immediately, expect their every move, etc...
Next, apart from the metagaming, this ability is useless. No worse than that. It's harmful. If you can read memories then your character is supreme ruler of what is or not legitimate: after all, you know everyone'ds past, even the part the other RPerd haven't come up with yet. Not only that, but reading memories or minds means reading exactly what your fellow RPers (and GM) wanted to keep hidden. This ability exists solely to screw everyone's plans and offers nothing to return for it.
In other words uts destructitively OP and doesn't have an ounce of constructive material to it.
7.Memory or Perception Manipulation
I doubt I really have to say much about this one. It's mind control. Like...It only has SLIGHTLY different words.
In fact, mind control is better than this. At least mind control doesn't screw up the entire character in the process. Cause if your memories are different your personality also changes, innevitably, however minorly.
The fact this ability can screw up worse than one of the biggest "no"s in roleplay history should be a clear sign that it is a bad idea.
8.overly pereceptive
9.Chase attacks
These are the abilities that allow you to use tgem and they will chase your opponent. Or it can be a skill that says your character never misses the target.
This is bluntly autohit. You are forcing the other RPer yo receive the attack.
The reason this is OP is exactly that. If an attack can't be avoided how are you supposed to survive? They aim for the head,boom, you're dead.
10.Healing Powers with no backfire or that can be used on oneself
11.Vagueness
If each of the other was taking big slices of the cake, then this one takes the whole bakery. Found in the most variable manners (summons an X at random, mastery with poisons/potions/alchemy, casts spells, etc....) this consists on giving halfhearted information on what can be done.
Why is this OP? You have a counter fir everything. You can litterally just say "oh, I have a poison that counters immortality". This meabs that nomatter what the opponent does, you're always better. At the least, equal.
12.Teleports
[WIP]
13.Immortal
No, I'm not kidding. I've actually seen this approved many times. with no drawback.
It blows my mind to see something like this, a plain and simple stated immortality (and I meab in the litterally sense. "Immortal" was the actual word used). You'd think this only means age, right? Well, I'll admit often times people are right about that on this one, it's about age not wounds. But if I stated my character is immortal and it was accepted what was there stoping me from making character actually impregnable from any kind of death?
And even if we stick with age, there are tons of meta implications to consider: how long did they live? What did they see and know? Does that contradict the roleplay? Wouldn't it take the conflict away if the character is just old enough to know their weaknesses?
The implications of immortal characters are pretty heavy and definetly a form of OPness.
14.Power Mirrors
[Tobe explained]
Common Excuses and mistakes and why they are wrong:
-Being OP depends on the RPer's skill
-I can do what I want with MY character.
-OP only affects combat RPs
-Energy or Focus are good costs
-Powers have nothing to do with Personality and Backstory
-Personality Flaws are enough to balance OP powers
-It's ok to make an OP character if that was the point
-But how supposed I supposed to win if...
-I trust he'll be reasonable...
-OP means you can't be killed
-OP is ALWAYS bad.
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