A little fun to be had at the expense of the site itself; over the years there have been many changes and additions to the MMM that have had people going "Wait, that doesn't make sense. Why not do this instead?". In virtually all cases, the staff have always had a logical reason that USUALLY has a grounded and positive hold on reality... and this got me to thinking; what sort of perfectly logical justification can we give to perfectly illogical or outright counter-productive system changes can we come up with? As an example, I'll start with the little oddity that started me on this topic:
New Rule: every post in-story reduces a Navi's EXP by 10, but cannot drop him/her/it to a lower version.
Absolutely absurd, right? But in thinking about it, I worked out a reason that actually makes sense on the surface...
Reason for Rule: In general, players/Navis active in-story tend to have higher general power than those who are less active. By tempering the most active members slightly, we discourage them from either having too great a presence in-story while simultaneously making story more accessible to new/less active players.
See what I mean? The rule is stupid and counter-productive to the site as a whole, yet at the same time the reasoning behind it makes sense if you don't actually think about it.
So here's the deal; for a while (depending on popularity and how many I can think of), I'll post stupid rules here. Your job is to come up with a well-worded, logical reason that the rule could exist. Winners will get some EXP/Zenny for their troubles!
Okay, now for the first rule to evaluate and explain:
New Rule: Gaining additional uses to an evasion skill via outside sources (skills, programs, accessories, etc) reduces the number of attacks that can be evaded per use.
If we were to explain that the skill uses gained from those sources are c rank uses, and maintain that an evasive skill can only have one skill rank of uses, it makes perfect sense how it would make the skill itself able to avoid less attacks. This would prevent people from using Skill Use Addition sources on b or higher ranked evasive skills.
Combat lasts too long and the cause in some cases is due to high avoidance navis. The reasonable thing to do is bring them more in line with the tanky null avoiders by reducing the number of avoidances per use avoid skills give. I'll go one step further and say that those who use C-tier avoids are the biggest problem but since they can't be penalized on number of attacks avoided, we can stipulate they require more more uses to be used.
Combat gets shorter, and everyone wins.
New rule, each hit of multi-hit attack applies 'if hits' effects.
": I'm "♥♪!?", but it's hard to pronounce so... call me Geno, after the doll." Gen: All American. The Cobalt Mirage: All the time. Shast: IN AMERICA "They're so far below the understanding of how it could work that it physically hurts me"