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Ima keep this brief and just hit all the important points for now, and some defences for them.
In my opinion, Vampire's sunlight weakness is more or less useless because each player is able to decide what time it is to them, meaning since Vampires can only be active in the night, they more or less just always assume its night. If they aren't doing this, it is just ignored for the sake of allowing RP to happen.
Sunlight Weakness only serves to disrupt roleplay for vampires, and unlike the weaknesses for most other powerful aberrant/race picks- being shunned and outcast by normal society etc (which vampires also have on top of this), the Sunlight Weakness does not Instigate RP in any meaningful way. If Vampires stick to this rule hard and assume its daytime during daytime hours IRL, it just means they are being confined to the Sewers or their houses, which on many days may be inactive and stifles their RP. Or alternatively they do what most seem to and just assume its night for the sake of allowing themselves to actually RP.
Beyond that, Weaknesses should at the VERY least be a good way to deal with a powerful aberrant, but with Vampires sunlight isn't that either. If your fighting a vampire its either night or your in the sewers anyway, so its not even useful as a balance tool.
To sum that up:
On top of all that, more or less all Permissions are free game again, with much more powerful and dangerous aberrant powers being opened up to players. Vampires' added sunlight death weakness isn't needed anymore, it just pushes them even further down the power bracket with the exception of Undead/Varghul vampires.
The solution that makes the most sense to me is this: Remove the sunlight death/boiling from all vampires. Replace it with "Sunlight Dampening". Instead of melting and burning in sunlight, all vampiric muters are inaccessible in sunlight, and all natural powers are unusable. So, no more screeching, no transforming into a varghul, not even faster healing after feeding. It all gets nullified in sunlight. Essentially, you become a normal person under sunlight.
With that, it goes from being an rp inhibitor to an actual workable weakness, fills the same gap and solves the same issues, while letting them RP more freely without disruptive limits.
Edit: More Things Proposed / Ideas condensed onto the OP to make finding things easier for any staff reading this.
In my opinion, Vampire's sunlight weakness is more or less useless because each player is able to decide what time it is to them, meaning since Vampires can only be active in the night, they more or less just always assume its night. If they aren't doing this, it is just ignored for the sake of allowing RP to happen.
Sunlight Weakness only serves to disrupt roleplay for vampires, and unlike the weaknesses for most other powerful aberrant/race picks- being shunned and outcast by normal society etc (which vampires also have on top of this), the Sunlight Weakness does not Instigate RP in any meaningful way. If Vampires stick to this rule hard and assume its daytime during daytime hours IRL, it just means they are being confined to the Sewers or their houses, which on many days may be inactive and stifles their RP. Or alternatively they do what most seem to and just assume its night for the sake of allowing themselves to actually RP.
Beyond that, Weaknesses should at the VERY least be a good way to deal with a powerful aberrant, but with Vampires sunlight isn't that either. If your fighting a vampire its either night or your in the sewers anyway, so its not even useful as a balance tool.
To sum that up:
- Most people use personal RP-Time to assume its night and avoid the sunlight weakness.
- Anyone who sticks to the weakness staunchly is just hurting their own ability to find and partake in Rp.
- Sunlight Weakness isnt even a good tool to deal with vampires in the first place because if your fighting one its either night or your inside or in the sewers.
On top of all that, more or less all Permissions are free game again, with much more powerful and dangerous aberrant powers being opened up to players. Vampires' added sunlight death weakness isn't needed anymore, it just pushes them even further down the power bracket with the exception of Undead/Varghul vampires.
The solution that makes the most sense to me is this: Remove the sunlight death/boiling from all vampires. Replace it with "Sunlight Dampening". Instead of melting and burning in sunlight, all vampiric muters are inaccessible in sunlight, and all natural powers are unusable. So, no more screeching, no transforming into a varghul, not even faster healing after feeding. It all gets nullified in sunlight. Essentially, you become a normal person under sunlight.
With that, it goes from being an rp inhibitor to an actual workable weakness, fills the same gap and solves the same issues, while letting them RP more freely without disruptive limits.
Edit: More Things Proposed / Ideas condensed onto the OP to make finding things easier for any staff reading this.
- To give them an actual unique counter, bring back the wooden weapons weakness and make holy water harder to obtain. Holy Water is more or less the all round "throw it at shit if it looks nasty" solution to everything aberrant. Every aberrant needs a unique counter that is the most effective way to deal with them, so there is no one-bottle solution to dealing with things people can conveniently and borderline power-gamingly have on them. Vampires get stakes, ones for the rest can be sorted internally if this idea is liked.
- Add or repurpose a line to be more beefy but have stricter guidelines to follow in the vein of old vampire folklore. Can't enter a house uninvited, etc all the weird vampire codes and stuff.
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