Wed Dec 05, 2018 10:43 am
But, really, you can already break concentration limits with paid abilities...
This is a bad argument, and I consistently see it come up, and it has two fundamental flaws.
Either a) you think "paid abilities" are broken
Or b) you don't think "paid abilities" are broken.
In the case of A, if you think paid abilities are broken, allowing things on the premise that paid abilities exist is a terrible argument because you're basically saying "one broken thing exists, might as well have two!" that kind of thinking is what led up to having to do the big flip. We kept having problems, and when we realized nothing could be done to resolve them we ended up having to build on top of those broken issues, which made the problems bigger and bigger. This is a shit decision from a system design perspective.
In the case of B, great, paid abilities aren't broken and are totally legitimate. Except, by merit of that, Hayate's argument stands.
Hayates argument is basically this:
Player A makes a character starting at jounin. Gives him a set of jutsu, gives him 18 concentrations, gives him 3 abilities, maxes out his stats, and is a happy camper.
Player B makes a character starting at genin. Gives him a set of jutsu, gives him the exact same 18 concentrations, gives him the exact same 3 abilities, maxes out his stats in the exact same way, and is a happy camper.
If these two characters were to face off under neutral conditions (no surprise attacks, skill of the roleplayer is roughly the same etc, etc) no character would have a clear cut edge over each other and it would simply come down to who utilizes their character better. This is what a system should aim for, especially a player controlled combat system.
With the case of Omega, Player B now has an advantage on the basis of he can have 19 concentrations. Maybe that concentration gets wasted so its useless, or maybe it becomes the deciding factor. Will it? Who knows. Could it, 100% yes. And that is a problem. You could argue that Player B did "more work" to "earn" having Omega, but at the end of the day, Player B could have easily done the bare minimum to get to where they were while Player A wrote up a fully fleshed beautifully developed character arc, so I dont' think thats a fair argument at all. To suggest someone did "more work" than me diminishes the value of the work I've done based on some systematic variable that doesn't actually account for work, once the minimum has been met.