User blog:Spottedleaf's pancakes/On creating better mcd character weapons, powers, and things

Once upon a time, I stumbled a cross a page full of mcd ocs. I will not speak of my reaction. Just know that they all had bad weapons and powers/magics

WEAPONS I noticed that almost every character had a broadsword or bow. The bigger problem here was that they all had things like: magical rainbows light broadswords, or crystal broadswords, or Fire broadswords, and so on. So this mostly covers broadswords. First, ask yourself if you're giving your character a broadsword because you want to, or because they need it. Secondly, broadswords are heavy and mostly out of place in these ocs. If your character is a 15 year old girl who mostly bakes, then it is. However, if she's part of some rogue warrior tribe then its perfectly normal. and swords in general are hard to learn and handle unless you are not just strong, but trained for it. By professionals. Broadswords are probably not taught regularly in guard school because they are not needed most of the time. I like to refrain from a lot of characters these weapons, or weapons at all. Now, if your character is from some rogue warrior tribe, and has a broadsword, no, it cannot be some super specul magical rainbow crystal broadsword. Or have anything to do with fire. It is so vague on how these characters even get those things! And no, they shouldn't have it have ANYTHING to do with a divine warrior.

Moving onto other weapons. Bows. Bows take a lot of practice to evidently use as anything. They do fit more into Mcd though, and if you have a hunter, guard, warrior, or anything they are perfectly fine, as long as there simple. However, if your character is an ordinary Meif'wa teen, then they are more likely to carry a pocket knife they only half know how to use. A trader, should be armed with some sort of weapon to defend their goods.

Weapons in general. If you need a sword, make it iron or stone, if your character is rich, a guard, or a lord, they dont have to. Actually, your character does not need or know how to use a weapon depending on Their village. Nahahkra village: sword or bow. phoenix drop: dagger. Scaleswind: nothing And as an important tip: ask why your character is meeting canon characters and Going and dangerous weapon requiring quests The number one rule of weapons for me is: nothing about relics or divine warriors. Plus relics cannot even be used as weapons. It pretty much killed Aaron. Another thing, swiss army knifes probably do not exist in the realm of Mcd

MAGICS AND WITCHCRAFT When a lot of people make magic powers for their characters, they think on the functionality of them as a weapon. In reality Most characters dont even need weapon magics. So when thinking about magics, think of their functionality. Once you get past that, try to be creative. You can tell barrier magics and animation magics actually took five minutes to think on. You might also want to describe exactly the extent of fire magics, I see that a lot, but cliche can turn to awesome with a few sentences, IF you are creative. And something I have never seen someone include is whether their magics are active, passive, or inactive. In case you dont know Check the magics and witchcraft page. Also, unlike it is said there magics has never been shown to need a familiar, but witchcraft does. If you want to write a fan fiction it is good to start with inactive, because as their magic develops it also prompts character development.the ability to use Magic/witchcraft is selected randomly so they cannot choose to learn it, or what they learn, but they can allow it to stay inactive, and since it is random, twins cannot have the same powers. ONLY ONE TYPE OF MAGIC PER CHARACTER, THAT IS A CANON FACT. (the magic and witchcraft page includes a lot of fanon)

Below is mostly on witchcraft - you can make potions and not be a witch, witches seem to hold extra power within them - even though this is not necessary try to give your witchcraft users a specialty, because it makes it more interesting - with familiars try to be creative, I once used a flying squirrel, none of your black Cats, but if you want to stay traditional, goats are actually traditional familiars. - try to even out the number of magic users and witchcraft users - describe how powerful their witchcraft is. Lucinda is shown to be VERY powerful, so you have some limit to work by. - a witch hat is not always needed.

Other: - being a Meif'wa is not shown to give any sort of advantage in battle - werewolves are shown to be hardy and strong, but so far, no claws or fangs - a trained pet can be a weapon, if it is trained to attack - I forgot about this, but give you magic setbacks, or make it pretty weak, but make the setbacks creative.

That took so long to write! (I wrote this not to rant, or poke fun, but to help)