These are my personal Interps for the DL and DL-related matches. Posted here to help me stay consistent and fix any self-contradicting Interps. Some arbitrary percentages were used for standardizing and balancing purposes.
I'd like to hear some more voters' Interps for comparison.
Items: Unique character skills that involve the use of items are legal for that character. However, they will have a limited supply of items (generally, no more than 10 of each, less so for more rare items, and non-replenishable items are illegal, unless they are unique to the character). If it is a battle system quirk that only one character (the main) has access to items, it does not make items 'unique' to him/her.
e.g. FFX Rikku, FFs Chemist, WAs Mystic, AIs Alchemists, FF6 Shadow
counter-examples: P3, DQ4o, RS
Item-casting: Characters may item-cast anything they have equipped, provided that they can item-cast equipped items in their home game. Alternately, if they can unequip their equipped items in-battle, they may do so to item-cast. If a unique item-cast ability exists for a character, that character may use an unequipped item to item-cast (if they can do unequipped item-casting in their home game).
e.g. FF6, PS2, FF4
Money: Skills that run off of money for damage are legal. However, the total amount of money available to the character is 10% of max money, which they may use all at once or can use to chip.
e.g. FFs Coin Toss/GP Rain
Limit Meters: If a character -can- start a battle with a full Limit Meter, then they will start a duel with a Limit Meter as high as 50%.
e.g. FF7, TotA, Lufia2, Lunar Legend, S4 Rush, ToS, LoD, ToV, LoL2, G3, XS3?
Exceptions: FF7, due to Limit Levels can start with a 50% Lv4, 75% lv3, or 100% lv2/1; LoD can start with 50% of their TOTAL Dragoon gauge; G3 has infinite full-SP restoring items, which is somewhat unique for a Limit Meter, so I'm allowing G3 characters to start with full SP.
Counter-examples: WA3,4,5 FP, SoA SP, LoL Spirit
VP1 PWS: I allow characters to build up to their PWS. I think I would allow VP2 characters to do this too if it mattered.
Battle Onset HP: If a character -can- start a battle with non-max HP, and they may want to start a battle with a lower current HP, then they have the option of starting at 50% health. This is similar to the rules on Limit Meters, and it is an advantage that PCs can use in-game. It is balanced by the set 50% mark and the obvious disadvantage of being easier to kill.
e.g. FF8, MK Pamela,
Pre-Battle Buffing: If a character -can- use a skill previous to battle to aid themselves at the start of the match in-game, then they are allowed to use this skill before DL matches. The character -must- have legal claim to the skill (unique/initial/plotclaim/etc.) and the resources to cast it on themselves without any help from teammates before a battle. If this is possible in-game, then this advantage carries over to the DL.
e.g. FF6 Celes Vanish
Counter-examples: FF8 Squall (wants to start a match with Blind to get Crisis mode, but Blind is not a DL-legal skill), FF6 Gau (wants to start a match with Poison to use a poison-absorbing Rage for good Regen, but Poison is not a DL-legal skill for Gau),
Battle System Advantage/Weakness: If the battle system gives a character a weakness, that weakness carries over into the DL. If the character is able to take advantage of this same weakness against enemies in their own game, this ability also transfers to duelling rules.
e.g. SO3 MP Death, DDS/P3 Press turns, CC Field effect, EB rolling HP?
counter-example: SHs gives player-characters a turn limit with Sanity Points. SHs enemies don't have this. Clearly this is a weakness -just- for the PCs.
MP Death: Exists in SO3 and FF6... how these two interact is a mystery.
Counters: If character can counter an attack, they will counter the attack (at the prescribed in-game percentage rate, of course). Whether this is an innate battle system quirk or the effect of an equip/skill, this is legal.
e.g. FEs, Dis, ShFs, FF7 Counter Materia (dungeon-only), SaGaF Deflect/Kasumi, SO3 (Peppita?), SO2, G3 Yuki
LoD Additions: Due to how LoD additions work, they automatically overcome counter attacks (due to player skill) unless the counter-attack in unblockable in some way.
e.g. FEs, Dis, ShF, SaGaF
counter-example: Augst's counter might be unblockable?
IP Suppressing and ARPG Stun: In games where PCs can use turn-delaying/cancelling techniques to completely the stop the enemy from moving, the characters may use these techniques to slow an opponent's upcoming turn by 0.1x Average speed. In special cases where an opponent is using a 'charged move', characters may use cancelling/stunning moves to cancel/interrupt the opponent's charged move. Note that opponents which are immune to stunning/cancelling/paralyzing effects will not be affected.
e.g. Grandias Cancel moves, Tales/SOs combos generally leave opponents with a slight lag upon finishing even if they don't inflict Stun,
e.g. affected by cancel: Cyan's SwdTech, FFT delayed moves, Tales/SOs mages
counter-examples: Tales mages in Overlimit, SO3 Luther, anyone with Paralysis immunity (doesn't have to be called Paralysis immunity, just have to have the same effect)
ARPG speed: I generally see movement speed as indicative of turn speed to a degree. Turn speed is generally average, but movement speed spread is used to determine the outcome of ties. Effectively, this means all ARPG characters' speed falls between 1.11x average speed and 0.89x average speed. Exceptionally speedy types like Guy would be 1.11x average speed while slow-casting mages all probably hover around 0.9x speed.
e.g. SO2, 3, ToP, ToD, ToE, ToS, TotA, KH, RS
Turn order: Defaulting everything to CTB speed. A faster character, given enough rounds, will eventually double a slower character if nothing interferes. Abilities that activate faster than a character's normal speed can be used to increase their turn rate. Characters from TB systems can double, but they have imposed caps at 50% and 200% CTB speed. Characters from ARPGs and SRPGs are forced to take their turns within this framework, but speed quirks from their homegames will effect their speed/turnrate in the DL. If there is no speed stat, then they default to average speed, with range or attack rate for tie-breaks.
e.g. Everything?
Specific Turn order nonsense: Suikoden III Runes. Each spell level has an innate speed at which the spell is cast. Casting a Lv.1 spell almost always goes first, while a Lv.4 spell might get the character doubled in the CTB framework.
Distance: For SRPGs/ARPGs/TB-systems which incorporate 'distance' in some way, I try to incorporate distance where it matters. For example, hitting your opponent with Don't Move or an equivalent = melee immunity, provided the person who applied the status is using long range damage. Even if it wears off, the applier tends to have put insurmountable distance between himself and his target.
e.g. FE counters/weaknesses, WA4/5 hex elements, Dis lift/throw, Tales/SO flying/jumping/running/comboing, OB, VPs, AtLs, FFT
WA4/5 HEX system: I use a modified version of this to allow it to implemented in the DL. Basically, since only the WA character actually exists in a space where there are HEXes, only they can use them. Since there will always be more non-elemental HEXes than elemental ones, I assume the WA character will start in the middle HEX with no element and can waste their first turn to move to an element if they need to.
I can see arguments about an opponent moving onto the elemental HEX to stop the WA4 character. I would only allow this to characters who have movement abilities in their home game (SRPG/ARPGs) and this character is only moving to block the WA4 character, they receive no bonuses or weaknesses from the HEX. Of course, an opponent can only block one element, so this doesn't stop the WA4 character from using their first turn to move to a different element. WA5 characters obviously don't have to waste their first turn to do this. Likewise, ARPG/SRPG characters that can move and attack can still attack on their first turn after blocking the HEX.
e.g. WA4/5, Tales, SOs, Dis, Brig, FEs, AtLs, FFT, OB
Battle System Initiative: If PCs from a certain game have an ability that will -always- attack before their enemies, then they retain the ability to attack before opponents. After the initial turn, they will default to CTB turn order. In the event that multiple PCs have initiative, speed/movement will be used a tie-breaker. If a boss has an initiative move, they will retain their initiative in the DL. Between PCs and bosses both with initiative actions, PCs will usually take priority, though it depends on the initiative ability.
PCs going first just because that's how the battle system is set up -does not- count as an initiative ability.
e.g. WA4 Jeremy's Inertia Canceller,
e.g. Dis1/2, VP1,
Auto-Initiative: Characters with legal Auto-Initiative skills are viewed as if they start a match with a full ATB meter, as opposed to a 'random' ATB. After their first turn, their speed proceeds as normal according to their battle system.
SRPG Movement-based initiative: For SRPG characters, their initial turn is based off of how their movement/attack range ("Threat Range") compares to the rest of their cast. Higher Threat Range means a faster initial turn. After the initial turn, regular Speed comparisons apply.
e.g. Dis (most important here, after initial turn, generally average spd), OB, FFT, FEs, Brig, AtLs, WA5 (everything else only uses mov/threat range to determine initiative, how fast a character gets turns after the initial one is determined by their in-game speed).
counter-example: Brig mages cannot move and cast, giving them a very slow initial turn.
Player Skill: In ARPGs and RPGs that require 'skill' or 'timing' to achieve the best results, it is assumed that the player has the necessary skill to achieve max results.
e.g. ARPG combos, SHs Judgment ring, FFs non-random Slots effects, SMRPG timed hits, FF8 timed hits
counter-example: SMRPG 100 Ultra Jumps is ridiculous, though I could see an argument for it. If pressed, I would vote for it due to consistency.
Focusing: If a normally-MT spell/skill can be focused on a single character in-game, then it can be focused in the DL for the same effect.
e.g. FFs, Lufias, VP1, BoFs
Post-Endgame Uniques: When it comes to unique skills/equips, even if they are beyond endgame levels, they are legal for the duelist. This also includes unique equips/skills from generally aftergame areas. The skills still run off of endgame-level stats, however.
e.g. WA4, ToP Morlia, Lufia2 Ancient Cave, VP1 Lenneth's final weapon, XG Yamikei, LoD Divine Dragoon?, LoL Summons?, GS, G1 Feena, FF6 Terra's Ultima, SO2 Tri-Ace et al, Yuri's Seraphic Radiance,
Semi-unique skills/equips that are abundant (storebought or findable or enough exist in-game for those who -can- use it) are legal. A skill/equip is considered semi-unique only if less than (or exactly) 50% of the cast can use/learn it.
e.g. G1 magic, L2 magic, FF1 magic,
Counter-example: Suikoden runes, CC elements, FF7 Materia, FF8 Para-magic
Initial equips/skills are always allowed. If initial equips can grant further skills, these skills are also legal.
e.g. FF7 materia, WA3/5 Mediums, SoA elements, SaGaF weaponskills/statboosts, G2 Mana Eggs, FFX Sphere Grid, CC elements?
Plot claims for items/equips/skills are generally allowed, even weak claims. However, this is decided on a case-by-case basis.
e.g. (these examples are ones that I'm considering allowing, but want to hear arguments for/against) FF7 materia (Yuffie's Leviathan, Cloud's Deathblow?), WA3, WA5 Mediums, GS Djinn, SaGaF weapons, VP1 hometown equips (Arngrim/DragonSlayer, Belenus/Pressed Flower, etc), G3 guardian orbs, WAo Guardians, FF6 summons/equips (Locke/Phoenix Cave stuff, Terra/Maduin, Celes/Palidor, Cyan/Alexander, there might be others?), S1 Cleo Fire rune, FF8 (Squall/Shiva/Quetz, Rinoa/Leviathan), Lufias (L2 magic based on L1 prologue forms)
Universal equips: Storebought equips are legal for anyone who can use them. This includes accessories. Generally when an entire cast wants an accessory that just boosts stats, though, this doesn't help any of them, so they would forego it to avoid watering down the averages. Storebought status-blockers are all legal for those who can equip them. Dropped equipment is legal when the droprate for the equip is over 50% and the enemy who drops it has a >50% appearance rate in their given area.
e.g. Everything
Plot elemental-typing: Elemental and physical/magical typing of skills defaults to any given documentation of a game. If a game lists a skill as a 'physical thunder' attack, the skill is physical and thunder, regardless of animation. This same skill will hit physical defense and thunder resistance where available. If a game has no specifically physical defense, it will hit whatever defensive stat is in place (RES, or directly hitting HP). If a defending game has no thunder resistance at all, the elemental aspect of the attack will not be resisted. But if the defending game's elemental system includes thunder as a subset of a larger element (such as Wind, Light, or Yellow), this elemental resistance will be hit. Plot animation will be taken into account for determining which elements are considered 'subsets' of other elements. This also applies to elemental weaknesses.
e.g. Everything?
Specific elemental-typing nonsense:
e.g. S5's Sun element is separate from its Light element, this means that unless some Light-elemental skills in a defending game have an animation specifically relating to the Sun, an S5 Sun-elemental attack will NOT hit the defending game's Light resistance (or weakness). However, due to PKMN's Grass attacks having sun-related moves, S5 Sun element -would- hit Grass resistance (and weakness).
e.g. If a game has no defense stat, that means everyone is average in that stat and I default attacks to hitting defense. BoF1 magic, for example, should not be ITD. No more than it should be ITE just because BoF1 has no magic evade. ITD/ITE is rare, it makes far more sense to say "Everyone has average evade/defense" than to say "All attacks in this game are ITD"
e.g. SO2 Star, Vacuum, etc.; PKMN Grass, Flying, Ground, Steel, etc.; CC colors, CT Light/Lighting; ToE Aurora?; Games where ID and Status are elemental; P3/FE physical-type elements; FE 'Anima' resistance; FF 'Gravity' vs. PS4 'Gravity';
Counter-example: PS2 has no elements or elemental resistance, therefore all elements hit PS2's version of physical/magical RES. PS2 'elemental' attacks are, likewise non-elemental.
Elemental Junk (more succintly phrased) : Elements are whatever element they actually count as in-game. When hitting cross game, they are applied as the closest relevant element, unless another element from that game is closer, in which case it is taken as neutral.
Guarding: If a game has a defend command, a character may defend as long as defending serves some other purpose besides draining the opposition's resources. This includes waiting for Regen effects or other Automatically-activated effects.
e.g. FF9 Doom+Defend, LoD Defend, LoL Spirit, WA3/4/5 FP meter charging, SoA SP charging,
counter-example: Using some kind of perfect defend to run an FE character out of weapon charges (40+ turns of defend... dear god)
Status blocking: If a character can't be hit by any status in-game, they're status-immune in the DL. If there is a status that can hit the character in-game, then unblocked statuses from other games are allowed to hit, as it shows the character has a gap in their defenses.
Status-blocking for bosses: If a boss can simultaneously block all statuses from their home game, they can block any status effect.
*This only applies to statuses that could be blocked in the status' home game.
Status-blocking for PCs: If a character can simultaneously block all statuses from their home game, either innately, through equips, or through skills, they can immune all status effects.
*This only applies to statuses that could be blocked in the status' home game.
*Instant Death is considered a Status Effect in some cases (where it is considered a Status Effect by a particular game). Stat defuffing is not, in most cases.
e.g. Everything.
counter-examples: Grandia (Liete's Enclose cannot be blocked by any means in-game that I remember, Millenia's Spell-Binding Eye), FF6 Gau's Charm, FF6 Blind (an accuracy debuff) is considered a Status Effect in-game
Instant Death: The number of games in the DL which treat ID as separate from normal Status Effects far outnumbers the number of games in the DL which treat ID as another Status Effect. Thus, Instant Death is not a Status Effect unless a specific game states otherwise. For games where Instant Death does not exist, only Full Status Immunity to ALL of a games' native Status Effects can stop ID from other games.
counter-examples: SHs, some FF games,
Specific status nonsense:
Relm's Control: FF6 Relm's Control ability hits Charm/Confuse immunity. Since it is blockable in-game by 'Control immunity', it is blockable in the DL. The reason it is blockable by Confuse/Charm immunity is due to the Plot/animation-typing I do for elements. Similar to how I would allow multiple poison-type status effects (Shadow Hearts Poison/Deadly Poison) to all be blocked by poison immunity. Think of 'Control' as Lvl. 3 Charmga or something...
SMRPG Geno Whirl: This is being counted as 100% ID for my sanity's sake. Since bosses can block it in-game, it's obviously resistable. There's also the chance of missing, but I assume full player skill.
Equipment Breaking/Stealing and Switching: Legal for how it works in-game. If the victim cannot be without a weapon in their home-game, then they are immune. If the victim can switch equips during battle, then they may take a turn to equip a new weapon. If a character already has multiple weapons equipped, this will not take an extra turn, obviously (FE).
e.g. FFT, FF6, FEs
Forced Retreat moves that do not give EXP/rewards after battle are illegal.
e.g. Lunar BDG, FF9 Petrify, Suiko2/3/5 Blink Rune, WAs Eject?
counter-example: FF6 X-zone functions like normal ID, S4 Blink Rune functions like normal ID,
Self-Destruct Skills: Self-destruct moves are allowed in a duel under the same mechanics that apply in-game. If the last PC standing uses said self-destruct move to kill the last enemy standing and the win is awarded to the PCs (i.e. not a Game-over), then I allow the move in the DL.
e.g. Nothing I know of.
counter-examples: FF6 Strago's Exploder, Dis Thursday,
Auto-raise/Pre-raise Skills: The skill/equipment must follow the same rules for legality as other skills/equips (Unique/semi-unique/naturally-learned/plotclaim/initial-equip/etc.). This pretty much just means that I don't allow VP1 Guts. Consumable pre-raise equips are treated as Items, and therefore must be Unique, like Item-use skills, to be equipped (if any of these EXIST, then that character just got a huge boost to their duelling worth). If another party member must be alive for the pre-raise to activate (and not trigger a Game Over), then the pre-raise is useless in a duel (FFT, but still useful in a Team Match).
e.g. P4, FFT, MK Pamela, Parasite Eve
counter-examples: VP1 Guts
Percentage-based RNG skills/crits: If a skill has a percentage chance of activating, the skill will activate directly according to its chance of connecting. For example, if a skill has a 33% chance of activating, it will activate on the third casting. 50% chance activates turn 2. 51% chance activates turn 1, but should the caster need to reapply the effect during the battle, it will miss on the next casting. A 75% chance crit would be able to be activated twice in a row before missing.
e.g. Everything?
Damage scaling lower limit: No matter how high an opponent's defense, a character cannot deal less than 1% PCHP damage with a hit that connects (if it isn't absorbed/nulled).
e.g. Dekar's DEF stat is incredibly high, but a Mint staff-whack will still deal 1% of his maxHP. (only 99 more staff-whacks to go!)
Plot fusions: Characters are allowed access to any abilities that is innately theirs. They are allowed access to any abilities where the power of another being is completely under their control (i.e. summons, magic borrowed from gods, sentient weapons, etc.). If a full fusion occurs and one personality is dominant, the dominant character has access to that fusion. If an entirely new being is created, the plot fusion is illegal.
i.e. Dhoulmagus, Leopold, SH2 Saki, Jecht, FE8 Lyon, Luc's True Wind Rincar, Barbarossa's Sovereign Rincar, Yuna's non-Yojimbo/Magus summons, Garnet/Eiko's summons, BoFs Ryu's non-berserk dragon forms, Yuri's Fusions, XG Gears, TotA Dist, SN Revya/Gig, FFT Lucavi can form-change where applicable (I think of the Lucavi as ranked since 90% of the fights against these FFT characters have the Lucavi in control)
Counter-example: GS Fusion Dragon (Menardi/Saturos), VP2 Valkyrie (Alicia/L/H/S), BoF PC fusions, CC Serge can't use his Dark Serge boss form, Wiegraf (you actually fight against non-controlled Wiegraf, so he's stuck using this horrible form since he's "Wiegraf" not "Belias" - I may reconsider this later), FE8 Formotiis (similar situation)
Mecha: XG characters probably don't want their Gears, but I'm going to look at XG characters as having their choice between fighting in a Gear (compared against all other Gear-characters' averages) or fighting on foot (compared against the current average). Yes, this inflates some XG characters, but I'm okay with this as it reflects who you would use in-game at different points in the game.
e.g. XG, XSs, SRWs?
Multiple Unique Forms: In games where a character has multiple legal (unique) builds to choose from, all endgame builds are legal and these characters have formchoice. However, once they are forced to use a certain form for a DL season, they must remain in that form. This also applies to characters from multiple ranked games in a series.
e.g. SD3 classes, DQ8 weaponskills, SaGaF weaponskills, Bosses with multiple appearances, PCs ranked from multiple games in a series (Suikos, Dis, XSs, VPs, AtLs, BoFs)
Unranked Forms: If a character has another form from an unranked game **that is of the same division as they are currently in**, they may opt to use this form. Note that this form must without a doubt be the same character. Note that 'within the same division' means +/- 1.0 from their current numeric division ranking. If it's a boss cameo form, scaled to a PC party meant to fight them and not endgame levels because trying to take things to endgame levels forever is silly.
e.g. GS characters, FF remake forms, Tales Narikiri Dungeon titles forms, SO remake forms
counter-examples: Tri-Ace/Tales/N1 super-boss cameo forms (unless the scaled super-boss is still of the same division as their ranked form), CC Guile is NOT Magus, Hrist cannot use her VP1 form for any reason as it is too -low- of a division (probably not important, even for status immunity... but this is an example for academic purposes)
Temp-scaling: Temps (and Temp-forms) are scaled to the party they were last with upon leaving. If a Temp becomes available again at Endgame with the same levels as when they left, they are considered PCs and generally not allowed access to their 'Temp-form'. If their levels/abilities/etc have changed in the interim, they may be allowed access to their 'Temp-form'.
e.g. FF4r PCs, Grandias, Lunars, Lufia2, WA4, PS4, etc....
e.g. FFT Alma has her Temp form and her Endgame form. I allow her access to either form (she probably never wants her Temp form, but whatever. She's also not ranked, but I couldn't think of a better example.)
PCHP: PCHP is basically average HP for a PC cast. A cast of 3 with 50, 100, and 150 would have a "PCHP" value of 100.The reason we use that 2.5 number is because we generally assume (well, most of us) that an average damage attack from a PC cast deals 40% to average durability.
Boss HP: The average amount of damage that one party can deal to the boss in one round is the 'base unit' of HP a boss has. (Total Boss HP)/'Base unit' = # of rounds of average damage needed to KO the boss.
Boss PCHP: You'll often see people saying things like "X Boss has 3PCHP". This means that if you take the boss' HP and divide by average damage per round, you wind up with a value of 7.5. Take the AtL2 Dark One for example. He has 10000 HP. Average damage for PCs at endgame is ~160. You have 5 PCs. So 160*5 = 800 damage per round. 10000/800 = 12.5. The Dark One's HP would last through 12.5x rounds of "average damage". Dividing by 2.5 gives us 5, which is the number people would use for his PCHP. (The Dark One also has sick defenses, but you address that separately from HP). One caveat: Some people assume a set number of cast members against a boss for scaling instead of everyone in the cast, so they might use 3 instead of 5 or something.
Boss Support: All Boss-support starts off dead, but can be revived to help out if possible in the boss' home game. This will take a boss' turn. This is legal as it is akin to Yuna's summoning.
e.g. DDS Jenna's last form
Boss vs. averages: The PC level at which I compare bosses is the level that you would normally be at when progressing through the game. Sidequests included, but grinding not. No escaping or anything like that either.
Level (dis)Advantages: If a character joins the cast at a significantly higher level than the rest of the cast and the experience system is such that this advantage will be notable at endgame, then that character will be taken at a higher level in the averages. Similarly, extremely late joining or underlevelled PCs will be taken at a lower level in the averages.
e.g. AtL1 PCs, Suikos PCs, FE7 Nino
Skill Levelling: If skills and abilities in a game increase in power/effect through a levelling system, then generally these are taken at max power level if it is reasonable in-game to do so. If it is unreasonable to fully max skill levels, then an appropriate increase is chosen (generally 50% of max level). The aim is to portray the skills close to in-game performance if max level is unreasonable.
e.g. Disgaea skill/weapon levels, Grandia specials/magic/weapon levels, SOs skills/abilities, Tales skills/magic, FF9 Quina/Zidane/Freya
Team stuff: In any kind of team setting, all team effects work between members of the same cast. Including MT/GT effects. In games where team effects are non-character specific, the team effect will work with extra-game team members.
e.g. Suiko Unites/Rune combo magic, FE Triangle attack/supports boost, WA4/5 Hex buffs/team attacks, SaGaF combinations, S4 Rush, PS4 team attacks, Dis Lift/Throw/Combos, CT/CC double/triple techs, CC Field Effects, BoFs fusions/combos, SH combos, FFX character switching, LoD team transform field
BIG EDIT: Plot claim stuff that I'm allowing.
Plot Claim guidelines:
If a character is ever directly handed an item/equip/ability in a plot scene, it is legal. If said item was stated as being directly for another character instead, this item is only legal for that character.
If an item/equip/ability is found in a specific character's belongings (their home, backpack, ship, etc.), that character has legal claim to it.
If an item/equip/ability requires a certain character to obtain, the item is legal for that character. This discludes the main in many cases as s/he will be the onscreen character.
If a character is ever shown holding or using the item/equip/ability in a plot scene, then the item is legal for that character.
If a character is ever shown using abilities or effects of an item/equip, it is assumed that they have access to all abilities/effects granted by an item/equip.
If only one character is capable of using an item/equip/ability when it is found, it is legal for that character.
If another game in a series indicates that a character has claim to an item/equip/ability, it is legal for that character.
Innate or high-level affinity for an item/equip/ability may be considered as supplementary plot claim, but on its own is insufficient. (tentative)
Initial equipment may be extrapolated to determine endgame equipment in certain cases (tentative).
Plot claims for items/equips/skills are generally allowed, even weak claims. However, this is decided on a case-by-case basis.
e.g. (these examples are ones that I'm considering allowing, but want to hear arguments for/against) FF7 materia (Yuffie's Leviathan, Cloud's Deathblow?), WA3, WA5 Mediums, GS Djinn, SaGaF weapons, VP1 hometown equips (Arngrim/DragonSlayer, Belenus/Pressed Flower, etc), G3 guardian orbs, WAo Guardians, FF6 summons/equips (Locke/Phoenix Cave stuff, Terra/Maduin, Celes/Palidor, Cyan/Alexander, there might be others?), S1 Cleo Fire rune, FF8 (Squall/Shiva/Quetz, Rinoa/Leviathan), Lufias (L2 magic based on L1 prologue forms)
Specific storebought skills nonsense:
CC characters can equip one of any -storebought- element of their innate alignment. (Legal due to minor plot claim/minor gameplay claim) Any initial elements are also legal. If there are any elements that can only be obtained by using a specific character, these should be included due to 'plot claim'.
Suikoden III/V characters can equip any storebought rune for which they have an S rank in the related magic. (Minor plot claim/minor gameplay claim). Obviously initial runes are legal.
Lufia2 characters can use any semi-unique spells (none of these have a DL use). Lufia2 mains have a plot claim to their Lufia1 spells (Maxim, Selan, Artea). Obviously initials and uniques are legal. I've decided to -not- allow the Fire and ID spells after all, they just aren't unique enough for me.
FF1 characters can use all semi-unique storebought spells.
Grandia characters can use spells that less than 50% of the cast can learn (semi-unique claim). (see list) Obviously unique and initial spells are legal.
FF8 characters get no Para-magic.
SH2 characters get initial Crests and any Crests that are obtained with a certain character (e.g. Blanca's claim to the Wolf Bout sidequest crest Zagan). See list.
Lunar2 characters have access to some plot claim Crests.
Pokemon might have semi-unique/gameplay claim storebought stuff, and plot claim stuff, but I don't know it well enough to comment. Meeple wants to chime in?
Some questions!
Status includes ID checking - which games treat ID as status? Which games treat stat breaks as 'status'?
Allowing storebought Elements to CC characters based on alignment?
Minerva and Bahamut Tear-like situation, need more example before deciding.
Rinoa's claim to Leviathan - are there any other situations like this?
ARPG blocking, invincibility - how to represent it?
EDIT (5/28/09) : Reworked this a little. Added some things, re-organized so that similar topics were together.
-Djinn