Duck needs help ASAP!!! (Powersystem)

AncestorDuck

Yours Truly, Senior Duck.
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Hello,

I'm really embarrassed, but I just can't do this anymore.

I have a problem - a serious one. Whenever I try to create a power system, I link it too much to reality and end up abandoning it because it's not 100% explainable.

If I can't reason something out completely, it becomes unacceptable to me. Do you have any tips?

Maybe I should drop the power fantasy stuff and try writing urban romance instead?#

EDIT: I got an interesting idea for an gamish earth. So, I guess reasons wont be needed no more xD
 
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Valmond

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Ain’t gonna get you outta the frier duck. :blob_evil:
 

Hsinat

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Okay, dude buckle up!

It sounds like you're getting stuck in the "hard magic system" trap—where everything needs airtight logic, or it feels invalid. But here’s the thing: even real-world physics has unanswered questions. Stories don’t have to explain everything to feel real, they just need internal consistency.

Some ways to break the cycle:

  1. Decide on "Soft Spots" – Pick a few core "this just works" elements and accept them (e.g., "Magic is fueled by emotion" or "Energy is pulled from another dimension"). Not everything needs a deep breakdown.
  2. Start with Effects, Not Mechanisms – Instead of figuring out the why immediately, focus on the what (e.g., "Characters can control fire" before worrying about heat energy transfer).
  3. Borrow from Known Systems – Sci-fi does this all the time with FTL travel and wormholes. Readers will buy into something if it's framed the right way.
  4. Think "Rule of Cool" – If something is fun and engaging, people will accept a bit of hand-waving. Even Brandon Sanderson’s systems have gaps!
  5. Test with Shorter Works – Try writing mini-stories with power systems that aren't fully explained and see how they feel.
If power fantasy excites you, don't give up on it just because it's frustrating. But if urban romance (or another genre) sounds fun, no harm in exploring it! Maybe blending the two—supernatural abilities in a real-world setting—could be a way to keep things fresh.
 

AncestorDuck

Yours Truly, Senior Duck.
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Okay, dude buckle up!

It sounds like you're getting stuck in the "hard magic system" trap—where everything needs airtight logic, or it feels invalid. But here’s the thing: even real-world physics has unanswered questions. Stories don’t have to explain everything to feel real, they just need internal consistency.

Some ways to break the cycle:

  1. Decide on "Soft Spots" – Pick a few core "this just works" elements and accept them (e.g., "Magic is fueled by emotion" or "Energy is pulled from another dimension"). Not everything needs a deep breakdown.
  2. Start with Effects, Not Mechanisms – Instead of figuring out the why immediately, focus on the what (e.g., "Characters can control fire" before worrying about heat energy transfer).
  3. Borrow from Known Systems – Sci-fi does this all the time with FTL travel and wormholes. Readers will buy into something if it's framed the right way.
  4. Think "Rule of Cool" – If something is fun and engaging, people will accept a bit of hand-waving. Even Brandon Sanderson’s systems have gaps!
  5. Test with Shorter Works – Try writing mini-stories with power systems that aren't fully explained and see how they feel.
If power fantasy excites you, don't give up on it just because it's frustrating. But if urban romance (or another genre) sounds fun, no harm in exploring it! Maybe blending the two—supernatural abilities in a real-world setting—could be a way to keep things fresh.
Accept my bow
 

Dec

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Okay, dude buckle up!

It sounds like you're getting stuck in the "hard magic system" trap—where everything needs airtight logic, or it feels invalid. But here’s the thing: even real-world physics has unanswered questions. Stories don’t have to explain everything to feel real, they just need internal consistency.

Some ways to break the cycle:

  1. Decide on "Soft Spots" – Pick a few core "this just works" elements and accept them (e.g., "Magic is fueled by emotion" or "Energy is pulled from another dimension"). Not everything needs a deep breakdown.
  2. Start with Effects, Not Mechanisms – Instead of figuring out the why immediately, focus on the what (e.g., "Characters can control fire" before worrying about heat energy transfer).
  3. Borrow from Known Systems – Sci-fi does this all the time with FTL travel and wormholes. Readers will buy into something if it's framed the right way.
  4. Think "Rule of Cool" – If something is fun and engaging, people will accept a bit of hand-waving. Even Brandon Sanderson’s systems have gaps!
  5. Test with Shorter Works – Try writing mini-stories with power systems that aren't fully explained and see how they feel.
If power fantasy excites you, don't give up on it just because it's frustrating. But if urban romance (or another genre) sounds fun, no harm in exploring it! Maybe blending the two—supernatural abilities in a real-world setting—could be a way to keep things fresh.
What a perfect ChatGPT answer. Even formatting is the same :blob_teehee:
 

MALEVOLENCE69

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Hello,

I'm really embarrassed, but I just can't do this anymore.

I have a problem - a serious one. Whenever I try to create a power system, I link it too much to reality and end up abandoning it because it's not 100% explainable.

If I can't reason something out completely, it becomes unacceptable to me. Do you have any tips?

Maybe I should drop the power fantasy stuff and try writing urban romance instead?
i would suggest you to see some ttrpgs. its gets you a basic understanding on how to build a system. and see the novel world as its own and dont try to link your novels world to reality as it ends up as a disasters.
 

Hsinat

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What a perfect ChatGPT answer. Even formatting is the same :blob_teehee:
Ngl, it's pretty good advice. Heck, I gave up on brainstorming after that 15 mins.
 

Valmond

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Alright.

Though, to properly help. I’ll need to know how you designed the system, and how it works in context of the story.

If you don’t want to do a system anymore though. You can try a different approach, which is through barriers.

These are pretty much hardwired into the character, based on how they are with very few exceptions.

The main of my series has something that is referred to as the Countdown to Ruin.

Book 1, 9 stages, Book 2, 8. Book 3, 9. In Book 2, the 9th did not exist. Book 4 there is 10 that is added at the end.

Sticking to Book 1 as the example. Their power is sealed away, but as it progresses more of that power is released. Mid Chapter 18 is when they regain stage 8, and the finale(25) is when they awaken to stage 9 again.

After a battle ends, they typically revert to stage 1, or if they release their strongest ability in stage 9. This is tied into how they are as a character. Stage 9 means, if they release their strongest ability, ruin can come.

Given the range isn’t something they can control, it is random how far it can be for version I. This approach isn’t really a system, but it establishes a power dynamic to say.

As they proceed through the stages, the way they fight changes up as well. Think of Stage 1 - 3 as more passive, stage 4 - 7 as stepping out of the passive state, and becoming more aggressive. They are more likely to use magic or execution level abilities.

Stage 8, they abandon self preservation and enters into a berserker state attacking without end, forcing the battle into a singular state.

Stage 9 elevates this, builds up to the release of their strongest ability. Though, that one has a hard stopping barrier, and that is they have something called Death’s Embrace, where they will endure a fatal hit.

It will nullify all attacks on them, and the follow ups once, and tremendously increase their power. However, the next hit will kill them.

This is the triggering point for version I.

There was a whole bunch of things I had to work out, a lot of steps I had to remember and keep consistent with.

Anyway, if you’re having trouble with a power system, can try something like this. :blob_popcorn:

Now, if you want a hierarchical power system as in a kingdom or something. I got something for that too. :meowsip:
 
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MALEVOLENCE69

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Alright.

Though, to properly help. I’ll need to know how you designed the system, and how it works in context of the story.

If you don’t want to do a system anymore though. You can try a different approach, which is through barriers.

These are pretty much hardwired into the character, based on how they are with very few exceptions.

The main of my series has something that is referred to as the Countdown to Ruin.

Book 1, 9 stages, Book 2, 8. Book 3, 9. In Book 2, the 9th did not exist. Book 4 there is 10 that is added at the end.

Sticking to Book 1 as the example. Their power is sealed away, but as it progresses more of that power is released. Mid Chapter 18 is when they regain stage 8, and finale is when they awaken to stage 9 again.

After a battle ends, they typically revert to stage 1, or if they release their strongest ability in stage 9. This is tied into how they are as a character. Stage 9 means, if they release their strongest ability, ruin can come.

Given the range isn’t something they can control, it is random how far it can be for version I. This approach isn’t really a system, but it establishes a power dynamic to say.

As they proceed through the stages, the way they fight changes up as well. Think of Stage 1 - 3 as more passive, stage 4 - 7 as stepping out of the passive state, and becoming more aggressive. They are more likely to use magic or execution level abilities.

Stage 8, they abandon self preservation and enters into a berserker state attacking without end, forcing the battle into a singular state.

Stage 9 elevates this, builds up to the release of their strongest ability. Though, that one has a hard stopping barrier, and that is they have something called Death’s Embrace, where they will endure a fatal hit.

It will nullify all attacks on them, and the follow ups once, and tremendously increase their power. However, the next hit will kill them.

This is the triggering point for version I.

There was a whole bunch of things I had to work out, a lot of steps I had to remember and keep consistent with.

Anyway, if you’re having trouble with a power system, can try something like this. :blob_popcorn:

Now, if you want a hierarchical power system as in a kingdom or something. I got something for that too. :meowsip:
ngl will start to read your series based on it . its sounds interesting
 

Valmond

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ngl will start to read your series based on it . its sounds interesting
It was a new type of hell to work with that character. :blob_teary:

Though, they were the foundation that led into the limitations of other characters, the conditions that would have to be met, etc.
 

Hsinat

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Alright.

Though, to properly help. I’ll need to know how you designed the system, and how it works in context of the story.

If you don’t want to do a system anymore though. You can try a different approach, which is through barriers.

These are pretty much hardwired into the character, based on how they are with very few exceptions.

The main of my series has something that is referred to as the Countdown to Ruin.

Book 1, 9 stages, Book 2, 8. Book 3, 9. In Book 2, the 9th did not exist. Book 4 there is 10 that is added at the end.

Sticking to Book 1 as the example. Their power is sealed away, but as it progresses more of that power is released. Mid Chapter 18 is when they regain stage 8, and finale is when they awaken to stage 9 again.

After a battle ends, they typically revert to stage 1, or if they release their strongest ability in stage 9. This is tied into how they are as a character. Stage 9 means, if they release their strongest ability, ruin can come.

Given the range isn’t something they can control, it is random how far it can be for version I. This approach isn’t really a system, but it establishes a power dynamic to say.

As they proceed through the stages, the way they fight changes up as well. Think of Stage 1 - 3 as more passive, stage 4 - 7 as stepping out of the passive state, and becoming more aggressive. They are more likely to use magic or execution level abilities.

Stage 8, they abandon self preservation and enters into a berserker state attacking without end, forcing the battle into a singular state.

Stage 9 elevates this, builds up to the release of their strongest ability. Though, that one has a hard stopping barrier, and that is they have something called Death’s Embrace, where they will endure a fatal hit.

It will nullify all attacks on them, and the follow ups once, and tremendously increase their power. However, the next hit will kill them.

This is the triggering point for version I.

There was a whole bunch of things I had to work out, a lot of steps I had to remember and keep consistent with.

Anyway, if you’re having trouble with a power system, can try something like this. :blob_popcorn:

Now, if you want a hierarchical power system as in a kingdom or something. I got something for that too. :meowsip:
This reminds me a lot about the beginning after the end though. It's a good idea nonetheless.
 

Valmond

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This reminds me a lot about the beginning after the end though. It's a good idea nonetheless.
Timeline wise, the story in order would be Book 2, Book 3, Book 1. As can be guessed, Book 3 is when their power was sealed away(not counting the other times it was as well).

Book 1 would be the end, where Book 3 will fast forward after the end of Book 1 to conclude. The series follows how they became the True Enemy.

Book 1 sets the stage to dive back into the past, and follow their journey that led into their action that damned the worlds. :blob_popcorn:

Currently rewriting Book 2, and almost done rewriting the third book.
 

MALEVOLENCE69

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It was a new type of hell to work with that character. :blob_teary:

Though, they were the foundation that led into the limitations of other characters, the conditions that would have to be met, etc.
i get you. my unpublished novel dealing with folklore of my native ( it will never see the day of light ) had the same issue
 

Valmond

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i get you. my unpublished novel dealing with folklore of my native ( it will never see the day of light ) had the same issue
Thing is as well, there are certain exceptions like I said. I don’t know how many times I had to revise plans, and carefully go through everything.

Even designed two smaller versions for the build up to version I.

Alpha and Beta.

Alpha is used for the temporary awakening in Chapter 5, Beta is for Chapter 18 after they achieve Stage 8, it signals they are very close to awakening.

I like that character a lot, but you don’t want to see my dread whenever a conflict involves them. ?

I am like,

“Annnd…ah right, there is the spread sheet I so despise.” :blob_hmm_two:
 
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MALEVOLENCE69

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Thing is as well, there are certain exceptions like I said. I don’t know how many times I had to revise plans, and carefully go through everything.

Even designed two smaller versions for the build up to version I.

Alpha and Beta.

Alpha is used for the temporary awakening in Chapter 5, Beta is for Chapter 18 after they achieve Stage 8, it signals they are very close to awakening.

I like that character a lot, but you don’t want see my dread whenever a conflict involves them. ?

I am like,

“Annnd…ah right, there is the spread sheet I so despise.” :blob_hmm_two:
conflict of interest : intensifies?
 

Valmond

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conflict of interest : intensifies?
No kidding. XD

Stage 10 in Book 4 is built up from the very first release. As it involves two artifacts, one is obtained in the second main’s dismay that led to him getting therapy by an iguana. :blob_popcorn:

The second is obtained right before the finale.

Between this point, the main is typically off the field. As this is an enormous multilayer issue.

This book follows other character stories as well, which links into the finale.

Between these points, and some other events. You see something isn’t quite right with the main, that they are changing in and out.

With it steadily becoming more clear. It is towards the later half when they start to really take back to the field.

On top of this, it follows the main antagonist and their plans, which all links in by the finale.

Now, when it gets to the finale. A whole bunch of other build up is done, that leads into the main achieving stage 10 in the last part of the finale, and with it, version II for their strongest ability.

Version III is obtained in the series finale last part, which is another wrecking ball. :blob_blank:

The conditions for that one? You’re more likely to throw your controller through the TV and rage quit, then sell the console off, and afterwards smash them with the newly sold console, underneath a crimson moon while a comet is heading towards earth, than to get that madness to work. :blobtaco:
 

MALEVOLENCE69

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No kidding. XD

Stage 10 in Book 4 is built up from the very first release. As it involves two artifacts, one is obtained in the second main’s dismay that led to him getting therapy by an iguana. :blob_popcorn:

The second is obtained right before the finale.

Between this point, the main is typically off the field. As this is an enormous multilayer issue.

This book follows other character stories as well, which links into the finale.

Between these points, and some other events. You see something isn’t quite right with the main, that they are changing in and out.

With it steadily becoming more clear. It is towards the later half when they start to really take back to the field.

On top of this, it follows the main antagonist and their plans, which all links in by the finale.

Now, when it gets to the finale. A whole bunch of other build up is done, that leads into the main achieving stage 10 in the last part of the finale, and with it, version II for their strongest ability.

Version III is obtained in the series finale last part, which is another wrecking ball. :blob_blank:

The conditions for that one? You’re more likely to throw your controller through the TV and rage quit, then sell the console off, and afterwards smash them with the newly sold console, underneath a crimson moon while a comet is heading towards earth, than to get that madness to work. :blobtaco:
well i lack the iq to understand this (jk) but i would still give it a shot in my free time. ps i would repair the broken controller and console ?
 

beast_regards

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Do it the way Sanderson does.

1. First, flaunt there is a magic system.

2. Try to explain how many hard inviolable rules it has.

3. Make it irrelevant to the story.

4. Then make up new rules as you go.

5. Profit.
 
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