Views: 2826
Submissions: 102
Favs: 364
Eating Popcorn Evilly | Registered: August 22, 2020 04:39:57 PM
šæ Eating Popcorn with Evil Intent
You can just call me Popcorn.
Iām a 3D artist who primarily uses Blender. So far? Deadweight and Work-In-Progressād. I blame myself for thinking college would teach me anything worthwhileāsuppose I listened to them and only them.
That didnāt kill my lust for the hermaphrodite kind.
Specifically, younger males paired with older females or hermsāa pairing I keep returning to.
That character in my profile pic? Thatās Percy, one of my personas. But back to me:
My dream is simple: to create and recreate characters in my imageāusually mature, sometimes general audience, always intentional.
Thereās nothing quite like giving a thick, motherly body to commonly seenāor forgottenācharacters.
ā ļø Heavy curves, heavier context.
š ļø Always building.
š” Obsessed with muscle, fat, mother energy, and mascots gone wild.
You can just call me Popcorn.
Iām a 3D artist who primarily uses Blender. So far? Deadweight and Work-In-Progressād. I blame myself for thinking college would teach me anything worthwhileāsuppose I listened to them and only them.
That didnāt kill my lust for the hermaphrodite kind.
Specifically, younger males paired with older females or hermsāa pairing I keep returning to.
That character in my profile pic? Thatās Percy, one of my personas. But back to me:
My dream is simple: to create and recreate characters in my imageāusually mature, sometimes general audience, always intentional.
Thereās nothing quite like giving a thick, motherly body to commonly seenāor forgottenācharacters.
ā ļø Heavy curves, heavier context.
š ļø Always building.
š” Obsessed with muscle, fat, mother energy, and mascots gone wild.
Featured Submission
Stats
Comments Earned: 27
Comments Made: 19
Journals: 20
Comments Made: 19
Journals: 20
Featured Journal
Power Levels vs. RPG Stats: A Breakdown of Combat Metrics in (G)
4 months ago
By EPE, and Chat GPT
Introduction
In various forms of media, particularly anime, manga, and video games, the concept of measuring a characterās strength plays a significant role in world-building and storytelling. Two common ways to quantify power are Power Levels, which are often used in shÅnen battle series, and RPG Stats, which define characters in role-playing games. While both serve to measure a characterās combat ability, they differ fundamentally in depth, balance, and applicability to a structured combat system.
Power Levels: The Illusion of Measurement
Power levels are a simplified numerical representation of strength, often portrayed as a single number that determines a characterās combat capability. Some famous examples include:
Dragon Ball Zās Scouter Readings (e.g., Goku at 8,000 vs. Vegeta at 18,000)
Kinnikumanās Power Level System (e.g., Suguru Kinniku at 950,000)
Astro Boyās Horsepower Ratings (e.g., 100,000 HP)
These numbers lack depth and only represent raw power output rather than factoring in variables like skill, tactics, endurance, or defense. Power levels are often used to hype up characters and create a sense of hierarchy, but they fall apart as soon as combat becomes more nuanced.
Flaws of Power Levels
Lack of Multi-Dimensional Analysis ā Power levels focus mostly on attack strength but ignore speed, intelligence, technique, or durability.
Inconsistencies in Scaling ā Characters with lower power levels often defeat stronger opponents through tactics, training, or special abilities, making power levels unreliable.
Narrative-Driven Rather Than Systematic ā Power levels are often adjusted by the plot to create drama, making them non-objective.
RPG Stats: A Systematic Approach
In contrast, RPGs use stat-based mechanics to balance characters and allow for a structured approach to combat. Common stats include:
HP (Hit Points): Determines how much damage a character can take before defeat.
MP (Magic Points): Governs the use of special abilities or techniques.
ATK (Attack Power): Measures how much damage physical attacks deal.
DEF (Defense Power): Determines resistance to physical damage.
SPD (Speed): Affects turn order and dodge rates.
INT (Intelligence): Governs magical abilities and resistances.
LCK (Luck): Influences critical hits and random factors.
RES (Resistance): Determines resilience against status effects.
RPG stats provide a balanced system that allows for customization, strategy, and dynamic battles. Unlike power levels, stats can be improved individually, meaning a character can be strong in one area while weak in another, making fights less predictable and more skill-based.
Advantages of RPG Stats
Multi-Dimensional Analysis ā Characters can specialize in different strengths and weaknesses, making fights more diverse.
Scalability & Balance ā Stats can be adjusted systematically, preventing extreme power creep.
Strategic Depth ā Players must manage stats for optimal builds, allowing room for skill-based victories rather than pure numerical superiority.
Comparing Power Levels & RPG Stats
Aspect
Power Levels
RPG Stats
Measurement
Single arbitrary number
Multiple categorized stats
Depth
Shallow, often offense-only
Complex, covering all combat aspects
Scaling
Inconsistent, plot-driven
Balanced, structured growth
Combat Role
Determines ranking, not strategy
Governs abilities, builds, and tactics
Narrative Use
Creates spectacle and hype
Supports structured battles
While power levels simplify combat hierarchy, RPG stats create engaging, strategic fights that require a mix of tactical thinking and resource management.
Conclusion: Why RPG Stats Are Superior for Game Design
Power levels may be exciting for storytelling, but they fail as a reliable measure of strength. In contrast, RPG stats provide a functional and systematic approach that allows for balanced progression, strategic gameplay, and diverse combat styles. While shÅnen series may continue to use power levels for dramatic effect, any serious game or structured combat system must rely on detailed RPG stats to create meaningful and fair encounters.
Ultimately, power levels may make a character look cool, but RPG stats make them worth playing.
If stats and power levels reversed roles, the entire way we perceive combat in fiction would change dramatically. Instead of power levels being arbitrary and inflated, they would function as a detailed, balanced system. Meanwhile, RPG stats would become oversimplified, leading to chaotic and nonsensical battles. Letās explore this concept from both perspectives.
What If Power Levels Became a Balanced RPG System?
Imagine if power levels were structured like RPG stats, with multiple attributes instead of just one big attack number. This would mean:
Power Levels Would Be Multi-Faceted
Instead of saying "Astro Boy has 100,000 horsepower," his power level would be split into categories:
Strength: 100,000 HP
Speed: Mach 5
Intelligence: AI Level 10
Energy Reserves: 50,000 kW
Kinnikumanās 950,000 Power would instead be broken down into:
Strength: 750,000
Technique: 140,000
Durability: 900,000
Stamina: 500,000
This would make power levels meaningful instead of just random inflation.
Power Levels Would Be Used in Tactical Battles
Instead of āBigger Number Wins,ā fights would depend on which stat matters more in the fight.
A faster opponent with 200,000 Speed could dodge a 1,000,000 Strength attack.
Strategy, buffs, and debuffs would affect power levels in real-time, making battles dynamic.
Power Levels Would Cap at Logical Limits
There would be level caps, damage formulas, and stat-based progression.
A character would start at PL 5,000 and gain EXP to reach PL 100,000, instead of jumping from PL 1,200 to 1,000,000 in one fight like in Dragon Ball Z.
What If RPG Stats Became Like Power Levels?
Now, imagine RPGs dropping their balanced stat system and replacing it with one arbitrary number called a Power Score. This would lead to:
One Stat to Rule Them All
Instead of HP, ATK, DEF, and SPD, characters would have a single Power Level (PL).
If someoneās PL is 100,000, they instantly win against a PL 99,999 character.
No room for tacticsājust who has the bigger number.
RPG Progression Would Be Broken
Grinding would be pointless because gaining +1 Power doesnāt change how you fight.
A Level 1 Hero might start at PL 1,000, but a boss could be PL 200,000, making every battle a pointless gap.
Speed, defense, and techniques wouldnāt matter, only raw attack strength.
Equipment and Skills Would Be Useless
In RPGs, gear and abilities change how a character fights.
If RPGs used Power Levels, weapons would just add to the total score, not change combat.
A weak fighter with PL 10,000,000 could beat a skilled warrior with PL 9,000,000 just because of a number difference.
Which System Works Better?
If power levels became an RPG-like stat system, battles would become smarter, more strategic, and more balanced. Meanwhile, if RPG stats became like shÅnen power levels, fights would be boring, linear, and entirely based on number inflation.
Conclusion:
Power Levels are often used for spectacle, not gameplay balance, whereas RPG Stats allow for depth, tactics, and unique combat strategies. If reversed, Power Levels would improve, but RPG mechanics would collapse into a pointless numbers game.
Introduction
In various forms of media, particularly anime, manga, and video games, the concept of measuring a characterās strength plays a significant role in world-building and storytelling. Two common ways to quantify power are Power Levels, which are often used in shÅnen battle series, and RPG Stats, which define characters in role-playing games. While both serve to measure a characterās combat ability, they differ fundamentally in depth, balance, and applicability to a structured combat system.
Power Levels: The Illusion of Measurement
Power levels are a simplified numerical representation of strength, often portrayed as a single number that determines a characterās combat capability. Some famous examples include:
Dragon Ball Zās Scouter Readings (e.g., Goku at 8,000 vs. Vegeta at 18,000)
Kinnikumanās Power Level System (e.g., Suguru Kinniku at 950,000)
Astro Boyās Horsepower Ratings (e.g., 100,000 HP)
These numbers lack depth and only represent raw power output rather than factoring in variables like skill, tactics, endurance, or defense. Power levels are often used to hype up characters and create a sense of hierarchy, but they fall apart as soon as combat becomes more nuanced.
Flaws of Power Levels
Lack of Multi-Dimensional Analysis ā Power levels focus mostly on attack strength but ignore speed, intelligence, technique, or durability.
Inconsistencies in Scaling ā Characters with lower power levels often defeat stronger opponents through tactics, training, or special abilities, making power levels unreliable.
Narrative-Driven Rather Than Systematic ā Power levels are often adjusted by the plot to create drama, making them non-objective.
RPG Stats: A Systematic Approach
In contrast, RPGs use stat-based mechanics to balance characters and allow for a structured approach to combat. Common stats include:
HP (Hit Points): Determines how much damage a character can take before defeat.
MP (Magic Points): Governs the use of special abilities or techniques.
ATK (Attack Power): Measures how much damage physical attacks deal.
DEF (Defense Power): Determines resistance to physical damage.
SPD (Speed): Affects turn order and dodge rates.
INT (Intelligence): Governs magical abilities and resistances.
LCK (Luck): Influences critical hits and random factors.
RES (Resistance): Determines resilience against status effects.
RPG stats provide a balanced system that allows for customization, strategy, and dynamic battles. Unlike power levels, stats can be improved individually, meaning a character can be strong in one area while weak in another, making fights less predictable and more skill-based.
Advantages of RPG Stats
Multi-Dimensional Analysis ā Characters can specialize in different strengths and weaknesses, making fights more diverse.
Scalability & Balance ā Stats can be adjusted systematically, preventing extreme power creep.
Strategic Depth ā Players must manage stats for optimal builds, allowing room for skill-based victories rather than pure numerical superiority.
Comparing Power Levels & RPG Stats
Aspect
Power Levels
RPG Stats
Measurement
Single arbitrary number
Multiple categorized stats
Depth
Shallow, often offense-only
Complex, covering all combat aspects
Scaling
Inconsistent, plot-driven
Balanced, structured growth
Combat Role
Determines ranking, not strategy
Governs abilities, builds, and tactics
Narrative Use
Creates spectacle and hype
Supports structured battles
While power levels simplify combat hierarchy, RPG stats create engaging, strategic fights that require a mix of tactical thinking and resource management.
Conclusion: Why RPG Stats Are Superior for Game Design
Power levels may be exciting for storytelling, but they fail as a reliable measure of strength. In contrast, RPG stats provide a functional and systematic approach that allows for balanced progression, strategic gameplay, and diverse combat styles. While shÅnen series may continue to use power levels for dramatic effect, any serious game or structured combat system must rely on detailed RPG stats to create meaningful and fair encounters.
Ultimately, power levels may make a character look cool, but RPG stats make them worth playing.
If stats and power levels reversed roles, the entire way we perceive combat in fiction would change dramatically. Instead of power levels being arbitrary and inflated, they would function as a detailed, balanced system. Meanwhile, RPG stats would become oversimplified, leading to chaotic and nonsensical battles. Letās explore this concept from both perspectives.
What If Power Levels Became a Balanced RPG System?
Imagine if power levels were structured like RPG stats, with multiple attributes instead of just one big attack number. This would mean:
Power Levels Would Be Multi-Faceted
Instead of saying "Astro Boy has 100,000 horsepower," his power level would be split into categories:
Strength: 100,000 HP
Speed: Mach 5
Intelligence: AI Level 10
Energy Reserves: 50,000 kW
Kinnikumanās 950,000 Power would instead be broken down into:
Strength: 750,000
Technique: 140,000
Durability: 900,000
Stamina: 500,000
This would make power levels meaningful instead of just random inflation.
Power Levels Would Be Used in Tactical Battles
Instead of āBigger Number Wins,ā fights would depend on which stat matters more in the fight.
A faster opponent with 200,000 Speed could dodge a 1,000,000 Strength attack.
Strategy, buffs, and debuffs would affect power levels in real-time, making battles dynamic.
Power Levels Would Cap at Logical Limits
There would be level caps, damage formulas, and stat-based progression.
A character would start at PL 5,000 and gain EXP to reach PL 100,000, instead of jumping from PL 1,200 to 1,000,000 in one fight like in Dragon Ball Z.
What If RPG Stats Became Like Power Levels?
Now, imagine RPGs dropping their balanced stat system and replacing it with one arbitrary number called a Power Score. This would lead to:
One Stat to Rule Them All
Instead of HP, ATK, DEF, and SPD, characters would have a single Power Level (PL).
If someoneās PL is 100,000, they instantly win against a PL 99,999 character.
No room for tacticsājust who has the bigger number.
RPG Progression Would Be Broken
Grinding would be pointless because gaining +1 Power doesnāt change how you fight.
A Level 1 Hero might start at PL 1,000, but a boss could be PL 200,000, making every battle a pointless gap.
Speed, defense, and techniques wouldnāt matter, only raw attack strength.
Equipment and Skills Would Be Useless
In RPGs, gear and abilities change how a character fights.
If RPGs used Power Levels, weapons would just add to the total score, not change combat.
A weak fighter with PL 10,000,000 could beat a skilled warrior with PL 9,000,000 just because of a number difference.
Which System Works Better?
If power levels became an RPG-like stat system, battles would become smarter, more strategic, and more balanced. Meanwhile, if RPG stats became like shÅnen power levels, fights would be boring, linear, and entirely based on number inflation.
Conclusion:
Power Levels are often used for spectacle, not gameplay balance, whereas RPG Stats allow for depth, tactics, and unique combat strategies. If reversed, Power Levels would improve, but RPG mechanics would collapse into a pointless numbers game.
User Profile
Accepting Trades
No Accepting Commissions
No Character Species
Dark Spawn
Favorite Music
Dance
Favorite Gaming Platforms
PC, PlayStation 4,
Favorite Animals
Lions
Favorite Foods & Drinks
Fast Food
Favorite Artists
HellBridge, Gideon, laser,
Contact Information
Mirexa
~mirexa
FA+
LizzyGlizzy