[3] Each caster has a fixed set of spell slots. The number of slots
varies with the class, but rogues, paladins, chaos warriors, etc will
have few slots while mages, priests, sorcerers will have many slots.
[6] Each spell has a rank: Beginner, Intermediate, Advanced, Elite.
[7] Each class has rank restrictions. So a Red Mage can copy spells
form any realm, but only if their rank is Beginner or Intermediate.
Other classes may have access to spells of a certain rank, but suffer
higher fail rates, casting costs, etc. Perhaps Elite scrolls can
never be read except by casters that have access to realm and rank.
[8] Potions hold spells. Which spells are allowed in potions is
restricted and table driven. Potions may only be quaffed or thrown.
[9] Rods, staves and wands hold spells, and work just like they do
now. Perhaps casters can move spells from scrolls to staves and
wands? So that empty staves of nothing would become useful.
I agree ... I had in mind that the spells allowed in potions would be
restricted and table driven. Pretty much, this would restrict potions
to the current types, but there might be some new opportunities (e.g.
Potions of Stoneskin might be OK).
Hmmm ... Potion of Rockets actually sounds nice. Just don't drink one!
Ah! So there won't be holy jihad or anything if I make this change!
That's good news!
>
>> [3] Each caster has a fixed set of spell slots. The number of slots
>> varies with the class, but rogues, paladins, chaos warriors, etc will
>> have few slots while mages, priests, sorcerers will have many slots.
>
> I'd actually like to propose that each caster gets a fixed number of "total
> spell levels." Mana Storm is 45, and would occupy 45 spell levels, while
> Teleport Self (Chaos) is 15. That way, the player has a choice to have a
> large number of low level utility spells, or a few big spells. The player
> should also be allowed to replace spells, within the confines of his realms,
> arbitrarily.
>
Well, I need to limit the slot number anyway, so that the user has a
reasonable list to choose from. Restricting the total spell levels
also is a good idea ...
>>
>> [6] Each spell has a rank: Beginner, Intermediate, Advanced, Elite.
>
> This may not be necessary, because each spell already has a level from 1 to
> 50. Just make a cutoff (Elite being 35+, say).
That saves work :)
>
>>
>> [7] Each class has rank restrictions. So a Red Mage can copy spells
>> form any realm, but only if their rank is Beginner or Intermediate.
>> Other classes may have access to spells of a certain rank, but suffer
>> higher fail rates, casting costs, etc. Perhaps Elite scrolls can
>> never be read except by casters that have access to realm and rank.
>
> The Red Mage makes things tricky, because they have access to the first 2
> books, which are not necessarily the lower-level spells. For example, a
> Nature Mage has Stone Skin at level 10 (3rd), but Summon Animal at level 25
> (2nd). But Red Mage isn't that popular a class and I wouldn't be saddened
> to see it altered into spells from any school below clvl 30 (with perhaps
> some revisions on the levels of spells).
>
Well, for the Red Mage I guess we could just table what spells they
could learn. So they get all realms, but the spell must be listed in
a table some place ... not hard to do.
Anyway, how come nobody plays these guys?
> I'd like to propose that Wands and Staves be significantly different. Right
> now, Wands and Staves have different spells, and Staves don't stack well.
> In the revised magic system, Wands and Staves could potentially have the
> same spells, and so they become almost identical.
>
> I propose:
>
> Wands: (1) can be recharged by the player, (2) hold spells up to a certain
> level (35?), (3) are easily drained of charges, (4) have relatively few
> charges each (limited to ~10), (5) can stack in the inventory, and (6) have
> a fixed effect that is not dependent on the player level.
>
> Staves: (1) cannot be recharged by the player (once charges are used up,
> it's useless), (2) hold high-end spells, (3) are resistant to charge drain
> (maybe charge drain only 1-3 at a time?), (4) have potentially up to 50
> charges, (5) never stack in the inventory, (6) holds 2-4 different spells
> (i.e. a Staff of Mana Storm and Healing and *Destruction*, use a charge for
> any effect), (7) have effects that depend on the player's class/level, and
> (8) are very rare.
>
I'll keep this in mind. Probably, this is all a long way off. I just
wanted to know if I was off my rocker with this idea ... :D
Thanks,
--Chris
Well, for the Red Mage I guess we could just table what spells they
could learn. So they get all realms, but the spell must be listed in
a table some place ... not hard to do.
Anyway, how come nobody plays these guys?
> I'd like to propose that Wands and Staves be significantly different. RightI'll keep this in mind. Probably, this is all a long way off. I just
> now, Wands and Staves have different spells, and Staves don't stack well.
> In the revised magic system, Wands and Staves could potentially have the
> same spells, and so they become almost identical.
>
> I propose:
>
> Wands: (1) can be recharged by the player, (2) hold spells up to a certain
> level (35?), (3) are easily drained of charges, (4) have relatively few
> charges each (limited to ~10), (5) can stack in the inventory, and (6) have
> a fixed effect that is not dependent on the player level.
>
> Staves: (1) cannot be recharged by the player (once charges are used up,
> it's useless), (2) hold high-end spells, (3) are resistant to charge drain
> (maybe charge drain only 1-3 at a time?), (4) have potentially up to 50
> charges, (5) never stack in the inventory, (6) holds 2-4 different spells
> (i.e. a Staff of Mana Storm and Healing and *Destruction*, use a charge for
> any effect), (7) have effects that depend on the player's class/level, and
> (8) are very rare.
>
wanted to know if I was off my rocker with this idea ... :D
Thanks,
--Chris
Some more thoughts. Wands are things you point at monsters, so they
tend to hold attack spells. Staves hold more of the utility stuff,
but occasionally give attack and area effects. So there is definitely
a distinction with what these items can do that perhaps, I shouldn't
change.
I didn't really have in mind a free for all where one would start
finding wands of curing and such ... I guess I still need to thing
thru what I want. But for your staff idea, it might be a good idea to
also allow wizardstaves to hold a spell (I'm sure I've seen that
before but don't know how other variants have implemented it).
Wizardstaves are true mage items, and you could get the indestructible
staff behavior that way. Any 1 spell type could be loaded into a
wizardstaff and used whenever desired. The staff could hold as many
charges as you like, and even be resistant to charge draining. So,
you could put 50 charges of Teleport if you like. ?Healing would
probably be rare ... and in order to load the staff, it must be with a
spell you could use anyway. So you would need to be a Life caster or
something.
I do like the idea of multiple spells in an item ... I just don't
quite know how to implement it :)
Anyway, lots of food for thought ...
I've been spending too much time typing on the computer, and just need
to lay low a bit. Its hard to code all day and then play! I have
been doing a little work with mutations, but not much.
Hey, I actually won a Red Mage once. Versatility is cool, but it was
definitely hard going lacking any big attack spells. I'm not sure the
Red Mage design was super well thought out. It was almost like, Hey,
we have all these realms, and all these spellbooks, lets build a class
that can only use the first two spellbooks from each realm. Would
that work? What I mean is that the spell system was designed first
without the Red Mage, and the latter was just tucked in as an after
thought. It works, but perhaps we could do better by actually picking
the spells this class could learn.
I'll get around to play testing shortly ... You really need to win
with a Blood Knight though to show it is possible :)
For the Time Lord, we could cheese things by giving them Time Bolts or
something. Weak offensively but with various time related effects to
be determined. Was the original plan for lots of speed but no direct
offense? I have a *lot* of practice getting weak characters going,
loving the Craft HM for some strange reason. So for me, I just did my
normal, lack of offense, HM approach and it worked especially nice,
with all the extra speed.
Other Time Lord potential:
Time Schism. Tear a rift in the space time continuum. Monsters take
weak damage, but the floor is changed to a new "terrain feature",
effects to be determined. Examples include monsters can't pass, or
perhaps they might randomly Evolve/Devolve if they do. Perhaps they
slow or stop altogether (trapped in time! Yeah, that always happens
on Star Trek, so it must be possible). Or perhaps they need Time
Resistance to pass.