[autrealm-devel] Magic in Autumn's Realm
Status: Pre-Alpha
Brought to you by:
cdsmith
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From: Chris S. <cd...@tw...> - 2006-08-29 05:12:58
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Yes, Chelsea, I know you're the only person on the list. I'm just trying to get into the habit of writing about ideas to the mailing list. I'm more and more convinced over time that we need to overhaul magic. We should brainstorm ideas. Here are mine. Goals: 1. It should be possible to have a character that relies heavily on magic. Such a character should not have to run back to town to get their magic back after every battle. Choosing to focus on magic instead of standard attack and defense ought to be a valid choice. At the same time, such a character should not be able to heal themselves after every battle, either. 2. Magic should be somewhat interesting. The plan to have just heal/attack/sleep spells is probably not sufficient. There should be more magic that does helpful things. 3. We need to stick to the simplicity theme, though. No complexity for the sake of complexity. No monsters that are more susceptible to ice and less susceptible to fire. No seventeen different spells that all do approximately the same thing. Definitely no HealMore spell. Let's identify the five or six most important magical capabilities, and add them; but no more. Questions: Is it sufficient to create a "wizard" character whose attack messages mention magic but have no separate mechanics? Or would the wizard actually need to use magic for these things. Should characters regain magical power over time? How fast? Should skill at a spell affect its cost? Should there be some kind of restriction on when/how magical players can heal themselves? Should magical healing require a safe area? Should magical healing incurs some chance of a monster interrupting? If so, how should magical healing work in a battle, then? Aside from heal, attack, and sleep, what magic is good to have? -- Chris Smith |