[CF-Devel] Re: New Skill System (Draft - magic system)

Johnny Shelley jshelley at brainsurgery.net
Wed Nov 20 00:19:09 CST 2002


On Wed, 20 Nov 2002, Johnny Shelley wrote:

>
     
      Unfortunately, the ad hoc committee for skill restructuring has been
     
     >
     
      unable to reach full consensus on a proposed new skill system.
     
     >
     
     
     >
     
      The main problem is in how to deal with the magic system and schools. I
     
     >
     
      will post one system as a follow up to this thread and Tim will post a
     
     >
     
      second view. We leave it to the list members to decide on which method
     
     >
     
      is the preferred route.
     
     
The idea behind this method of handling spell paths is that every path
starts as denied, requiring characters to pay in increasing amolunts to
reach repelled, standard and attuned status in a path.

In this system, a characters overall praying / spell casting skill would
be used to determine how well they cast spells, then modified by their
attunement status in a particular spell path.

The major benefits of this method are a simple method to calculate max
spell points and grace and not having to determine a method for awarding
experience to 'non combat' spells.

What this method does not allow is the high level of differentian by
making each spell path a separate skill category as Tim's system would. 

Regardless of which method is eventually chosen (if either) the spell
paths need to be cleaned up a bit.. some of the spells just make no
sense in their current path or have no path at all.

Spellcasting Skills
------
level 1 = 1x cost, level 10, 33% experience
level 2 = 2x cost, level 30, 66% experience
level 3 = 3x cost, level 70, 100% experience
level 4 = 5x cost, no level limit, 150% experience

base cost 2 (spell casting - cheaper than melee but requires buying attunements)
--
wizardry
praying

Attunements
-----------
These all start at Denied and progress through: repelled, standard and attuned

repelled: 1x cost
standard: 2x cost
attuned: 3x cost

base cost 1 (weak / not commonly used spell paths)
--
transmutation
mind
self
information
light
detonation (only create bomb, rune of blasting and vitriol - god gift)

base cost 2 (commonly used spells)
--
Null - any spell without a spell path
teleportation
abjuration
electricity
creation
missiles
fire
summoning
protection
transferrence
restoration
death
frost

base cost 3 (very powerful and commonly used spells)
--
turning
wounding

johnny

PGP Public Key available from:
     
     http://www.keyserver.net:11371/pks/lookup?op=get&search=0x17BF1DD3
     
     
    


More information about the crossfire mailing list