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Yeah, I agree. And GPE cannot be used either.
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That's pretty much the reason why I said when in doubt go to the lower tier and that the objects should generally be of reasonable size. Personally, I didn't want to get much more precise.However, I am concerned with scaling creating a small building to Building level and a city to City level, etcetera, as the names of our tiering system does not correspond well to the actual energy involved with destroying such objects at lower levels.
I don't feel like revising all the AP value ranges for the entire tiering system is a good idea... Like you said, it would just cause more complaintsThat's pretty much the reason why I said when in doubt go to the lower tier and that the objects should generally be of reasonable size. Personally, I didn't want to get much more precise.
If we really need to we could of course define volumes that equate to certain tiers based on typical objects equating to tiers. Like, for mountain level we could use to volume a mountain would have to equate to mountain level fragmentation wise. IIRC city level is based on a 4km diameter city, which one could possibly turn into a volume etc. And hopefully, stuff doesn't overlap then. It's a lot of precision for such an imprecise practice and I will definitely get complains in the years after for the specific choices, but ¯\(ツ)/¯
Why would it equate to fragmentation, though? Especially since destruction values are by our own admission an oversimplification, I don't see how this is the right way to go about it. This is just an arbitrary standard to apply to it so that they can be usedThat's pretty much the reason why I said when in doubt go to the lower tier and that the objects should generally be of reasonable size. Personally, I didn't want to get much more precise.
If we really need to we could of course define volumes that equate to certain tiers based on typical objects equating to tiers. Like, for mountain level we could use to volume a mountain would have to equate to mountain level fragmentation wise. IIRC city level is based on a 4km diameter city, which one could possibly turn into a volume etc. And hopefully, stuff doesn't overlap then. It's a lot of precision for such an imprecise practice and I will definitely get complains in the years after for the specific choices, but ¯\(ツ)/¯
You have mentioned a future revision of the scale of attach potency. On top of clarifying/revising creation criteria that I have suggested.That's pretty much the reason why I said when in doubt go to the lower tier and that the objects should generally be of reasonable size. Personally, I didn't want to get much more precise.
If we really need to we could of course define volumes that equate to certain tiers based on typical objects equating to tiers. Like, for mountain level we could use to volume a mountain would have to equate to mountain level fragmentation wise. IIRC city level is based on a 4km diameter city, which one could possibly turn into a volume etc. And hopefully, stuff doesn't overlap then. It's a lot of precision for such an imprecise practice and I will definitely get complains in the years after for the specific choices, but ¯\(ツ)/¯
Sorry again to cut in with this, I would just like to know if this quick question could be answered please. And then I'll stay out of this thread.Very sorry to intrude into this real briefly but because I’m busy I wanted to quickly bring this up (and since stability is of a topic here, as the one who made the standards, I figured dropping a comment or 2 would be fine).
In regards to some of the potential creation criteria, how would the creation of things that are 2-A or more be effected by this? Since they’re now dealing with infinite multiverses and actual higher dimensional worlds from those tiers on.
His suggestion for the text for a new "Creation Feats" page.What point specifically do you mean by Don'tTalk's suggestion?
Okay. So should @DontTalkDT preferably adjust his suggested page text to include that creating objects smaller than a moon should be treated as unquantifiable?Celestial bodies are easy since they have GBE and the like; so those are fine. And Mass Energy conversion is the biggest assumption, so no to that unless 100% explicit. But stuff smaller than celestial bodies such as buildings and towns shouldn't be compared to fragmentation or nukemaps. While we can't just pretend those aren't feats at all, if we have to consider it AP; then just using baselines would be the least bad option. And I already mentioned that scaling it to striking strength or durability is a different can of worms already explained by DT; which in that case the default is it doesn't quite. But things we don't know how to properly calculate or don't have a tier form, like creating small objects out of nothing or cloning yourself; those are just simply not AP.
'Fraid that falls under the nukemaps argument that DDM brought up so sadly, it's gonna be a no.What about using the ground level or airburst explosion calculation for the size of things below a moon size?
That could also be a solid measuring tool
You got ninja'd by DDMThat's also arbitrary, no?
I agree with this point.In general I am all for giving creation feats a tier if such a thing is possible. DDM's take is fairly on-point.
Creation feats are feats in which a character creates objects from nothing by means like Reality Warping or similar. This separates them from feats in which objects are created from already existing materials, which would be calculated by conventional methods, or feats that qualify for Mass-energy conversion feats, which are calculated via the mass-energy formula.
Creation Feats
These feats can not be calculated, and hence can't be quantified, within normal physics. However, at the same time, they are too impressive and relevant to simply be labelled as unquantifiable. As such tiering them poses a special challenge requiring its own rules and considerations.
In order for a creation feat to be tiered and applied to a character's Attack Potency, several conditions need to be fulfilled.
Requirements
The first obvious requirement is that it must be certain that an actual creation feat took place. If, for example, stars appear to have been created it must be certain that those aren't just minor light sources looking similar.
Furthermore, the object in question must be of physical nature. Energy beams and hard light are typically not considered quantifiable by this method.
In order to apply to a character's capacity to harm other characters, that is their usual Attack Potency, their Creation has to be connected to their other abilities. For example, it can be reasoned that a mage who can conjure a city with little mana can destroy one with the same amount of mana, however a character who can create objects without other ways of harming their opponents wouldn't be able to harness that power to hurt another character, and would fall under a light form of Environmental Destruction.
Lastly, the creation of the object(s) in question needs to happen within a reasonably short timeframe for the whole result to apply to the Attack Potency.
In order for a feat to be quantified it must be performed at least on the scale of the creation of a moon, as there is no agreement on how exactly to sort the feats into tiers for lower levels of creation. We refer to feats of such a high scale as celestial body creation feats and more detailed decisions regarding what they are usually ranked as can be found here.
Quantification