On 01-Mar-02 Mark Wedel wrote: > My personal thought is that these cute effects can get pretty tiring pretty > quickly. I think only a very small portion of failures should then result in > a > cute backfire, so when it happens, it actually is novel. I agree. there should be a low percentage chance.. and not a percentage of failure chance, a hard percentage, so newbies don't get bombarded with chickens. Like I said. Backfires can be cute, as game flavor. But I in no way think they should have any game effect. No damage, no effects, no status changes, just a pretty light show. Otherwise being a mage can suck. Since I'm on a tangent kick today.. After spending weeks writing really cool backfire code into the mud, and then having to rip it back out because the players wanted to revolt, I found another use for it. I made a wildmage class. : ) The basic theory is a mage, who has immense natural power, but no control. He can unleash powerful magic, but can't allways make it do what he wants. It's like a wand of wonder, with a little bit of die weighting, and a much bigger kick. Basically, you would cast, and get a random die weighting based on your level and int, and depending on your target (yourself, enemy) it would weight the dice towards the good end of the scale for you. (The scale went from healing to death, so for self casting, you would weight towards healing).. Then, a random amount of mana went in, which determined the power of the spell. It made for an interesting class.. but definately one for the more pychotic player, as alot of times you would end up casting full heals on your enemies, or blowing your own head off. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi