From: Peter G. <pet...@un...> - 2002-05-25 20:29:10
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Quoting Ulrich Eckhardt from May 25 > Hello Peter! > This is surely an interesting way of handling things, especially since the > code to handle it is probably already present. One question though: Is this > way similar to the 'memorize' thing of AD&D games ? yes and no. IIRC, at least in "classic" D&D (gosh, I am old), magicians can memorize spells, and not change them from sunrise to sundawn, _plus_ this spell could not be used again. I have always found this in-f#*&ing-credibly stupid. Why does casting a spell let me forget it at the same time? Whats so great about sundown that it magically (!) clears my mind everytime? BUT it adds a tactical flavour to magic, and I like this very much. My system would allow switching anytime, but "forcing" a spell out of a slot IMO must have some sort of penalty, or else the whole slot-limitation thing is useless. say, if you do this, all previoulsy used slots are unusable, but return 1 slot per gameturn. Magicians could then have a "spell preperation" skill which speeds this up. I am not sure wether _casting_ a spell should erase it from the slot, and wether this should also render slots unusable. (Perhaps both, with "one-shot" and "rechargeable" spells) > > more powerful spells might take up two or more slots. > > > > The number of slots used for a powerful spell decreases with > > experience in casting and overall magical skill. > > > This is the one thing which I am strictly against: one Spell using more than > a single slot. I would rather handle the spellcaster's mind like a container > with a limited capacity. Spells then get a value how much of that capacity > they need. That way, you don't limit your spells to integral values of > difficulty. Not sure if I understand you right, or if perhaps we are talking of the same thing already. Is it this what you mean: * one slot for each magic type (fire, earth, wood...) * each slot having different capacity depending on magic skill(s) * each spell taking up more or less of that capacity * but you can place several spells in the same slot until the slot is full. (if it is, I call it the "bag approach", you have differently sized bags where you can put in what you want until it is full) My idea is the "battleship" approach. the mind is represented as a field of squares, and differently sized "spell blocks" can be put on that square, until there are no squares left, just like you place your ships in the battleship game. (you could even make it a "tetris" approach if the spells have different shapes) > Another thing is that on the one hand, the capacity (# of slots) of your > spellcaster increases with experience, on the other hand, the capacity > (slots) required is decreased or the efficiency is increased. At least the > capacity-related stuff could be combined, no ? you are right. I see that only one of the things should be modified, IMO only the capacity should increase, with the spells staying the same "size". Unfortunately, this means that with the "battleship" approach more experienced mages would end up with vast inventory fields. This is a drawback of my design which your one does not have, and I do not like this fact. ;) ---= LAZY READERS STOP HERE. ALL DESIGN THINGIES SAID =--- '--------------------------------------------------------' That said, I add my "Philosophy of Arianne Metaphysics With Regard to ye ole Wizardes Minde", being what I think happens in the brain of a mage. Perhaps design can be derived from that, although the following does not really describe design. Magic does not come from "mana" or "the force". Instead, magical energy is created by channeling all kinds of metaphsical energies through the magicians body and/or spirit. To do this, complex patterns are created in the magicians mind, and the energies travel along these patterns. Consequently, Power is a combination of ability to channel at all (innate magic), and the knowledge how to do it, the knowledge of the patterns. These two things cannot be seperated. When the magician memorizes a spell (this is the D&D part), he reads the patterns out of his spell book (or runes, or singing or dancing) into his mind. From the moment the pattern is present in his mind, the magical energies start to flow along the pattern, and the spell is ready to be released, cast. Immediately after a spell is cast, the pattern remains, but is now void of energy. THIS IS THE ONLY MOMENT WHERE IT CAN BE DISCARDED WITHOUT PENALTY! After that moment, the energies slowly return. (The spell "recharges") If a charged pattern is forced out of the magicians mind, the energies still remain, without control. This explains why memorizing a differnt pattern is difficult at that time. This concludes my opus for today, sorry again for the long mail, Peter -- ------------------------------------------------------------------------ Backup: The duplicate copy of crucial data that no one bothered to make; used only in the abstract. ----------------------------------------------------=*nephros*=--------- |