Sorry to respond late. Had things to do after work that took my attention way from this for a bit.
Anyway, since this is heading in "that" direction, I want to make something clear here first.
Why are you acting like this is some mythical regular user that may not exist? The context behind this thread being made (as explained
here) is exactly this sort of abuse. And if you don't think 10^15x upscaling from calc-stacking being enshrined as acceptable is an issue, then I don't think we'll be coming to an agreement.
I find it pretty interesting that you think my purpose for tackling this flawed standard solely has to do with that thread, but nah.
Considering I have arguments for that particular threads case, with or without anything here regarding calc stacking changing, you can be rest assured that that thread has little to nothing to do with my purpose in making this one. Was I motivated to look more closely at these rules and attempt at revising them because of that thread? Maybe. And your welcome to think that if you want to.
But I ain’t here to revise our take on calc stacking because of that thread. I’m here to revise it because the rule for not accepting calced speed under any circumstance literally makes no sense. And as you can see, I by no means am the only person that thinks the same way. I’d 110% defend any other verse that was put under the same circumstances and same scrutiny because of this. Just because one thread was the likely factor in me taking a closer look into our rules and attempting to revise them, doesn't mean im doing so for that specific situation. And it doesn't mean the issue's I've pointed out are any less problematic.
This is either a misunderstanding or incredibly misleading. We allow projectile speeds to be used within the same scene, and we don't allow them to be used if there's reason to believe they could've slowed. We don't allow projectile speeds calculated in episode 1 to be used in episode 434.
See what I've bolded here, because this is exactly the problem with your stance here. You keep saying we don't allow the use of calced speeds IF there is a reason for us to think they slowed.
Again,
IF they slowed.
And that is all fine and good, since the purpose of this thread was never to suggest calced speeds or projectile speeds can or should be used indefinitely. I never argued that. And I don't agree with it either.
But by you saying we don't use them IF we have reason to think the speed was lowered, you are already agreeing with my threads proposal, since my thread's proposal is to allow the speeds to be used when we have reasons to think the speed
WASN'T lowered. When we have reasons to think the speed is
THE SAME as normal. Hence the whole point in me arguing this to be a case by case basis.
This is what you haven't actually countered here. All your arguments mean is that calced speed is never to be used all the time, something I never argued or agreed with here. But you have yet to give a concrete reasoning as to why calced speeds can't be used when there's reasons or justifications to say the speed is no different than it normally is.
I think the only difference from how this and character speeds are treated is that maybe we'd assume that character speeds could change over the course of a fight? So you couldn't use a speed feat from the beginning of a fight to then stack up every near-dodge over the rest of the fight, while you'd be able to use projectile speeds over fights.
See above. I have to ask if you actually read my threads OP, because this is exactly what I addressed already, where
we would not allow calced speeds to be applied. My thread already went out of the way to point out we wouldn't apply a character's speed to anything they do later IF their speed changes later during the course of the fight, for any reason. You can see those reasons I pointed out below.
If we go off of this idea of when characters suppress themselves, then sure, this is definitely a more reasonable take to use as to why using calculated speeds for other feats do not work. But, having said that, character's purposely limiting themselves isn't a reason to think speeds from character's normally vary. The speeds here, in this case, get altered specifically because of the circumstances that cause the character's speed to fluctuate from what their speed tier normally is. Whether this is because:
-Character's get a powerup that makes their speed faster than it normally is
-Character's get a powerup that makes their speed slower than it normally is
-A character is fatigued from battle, so their speed is slower than normal
-A character is purposely suppressing themselves to fight a weaker opponent
-A character is purposely suppressing themselves to let an opponent win
-A character gets their speed altered by another character
We already know, and agree, on not using calced speeds for characters who are in those circumstances.
But what about characters who aren't? Characters who have reasons NOT to change their speeds on purpose? Characters who AREN'T fatigued when another character reacts, dodges or blitzes them? Characters who DON'T alter their speed from what it normally is when another character reacts, dodges or blitzes them? This is what I've been saying should be cases of calced speed being able to be used, because of there being no deviation in speed across instances.
If there's deviation, we ban the use of calced speed. If there's no deviation, we should allow it. My entire point from the beginning.
I disagree. With the initial calc you can say "This is something that happened on-screen". With the second calc, taking the speed from the first calc isn't something that happened on-screen. And you'd only be calc-stacking if their on-screen speed in the second calc is slower than in the first calc. "They did what they did on screen." is a lot easier to argue than "They didn't do what they did on screen, they were actually moving as fast as the fastest time they've ever moved on screen."
And once again, this point here is just agreeing with my threads proposal for the same reasons as above. It's only calc stacking if the character is actually moving slower than they normally move at. So when they aren't, we should allow the calced speed.
Again, my thread's entire proposal.