[crossfire] Spell idea: Elemental skills
Mark Wedel
mwedel at sonic.net
Tue Oct 30 01:09:53 CDT 2007
Going to try and reply relatively quickly and broadly, so I may miss some
specific parts.
Your point about spell paths also applying to praying spells is well taken -
given someone denied fire would make certain prayers also impossible. There are
a few ways to take this - one is to say, that yes, if your choose a magician
type that is denied to fire, you can't cast those fire spells, even god given.
Basis being that fire is really your antithesis, and you just can't manage to
cast it, even if it is god given. I don't know if any classes start with
talismans that give them repelled or denied, but that also would apply to cleric
spells.
Another approach would be to make the magic vs cleric spell paths unique. For
example, one could create new spell paths that are used just for grouping within
the magic skills, and thus don't mess/interfere with cleric spells. Perhaps not
really clean, but could be done.
While rebalancing the existing skills is also an idea, that seems harder to do
and still keep them as is. Summoning is probably the most difficult skill to
level, and one big reason is that most anything you summon can only attack one
creature at a time, where as the mages get nice cone and bolt spells that can
kill a bunch of monsters at a time. While similar type of offensive spells
could be added to summoning, then it takes away a bit of that uniqueness - if as
a summoner I get bolts, is that really much different than the other skills now?
In retrospect, if I had to do it over again, I probably wouldn't have made
summoning a distinct skills. And even the general sorcery one has problem - I
put some spells in there simply because it needed some offensive spells, not
necessarily because they fit.
Now that could get changed if you could get exp for casting spells and not
killing things - thus things like protection spells and stat improvement spells
give you exp, making sorcery perhaps more interesting. While giving exp for
just successfully casting spells can be done, doing it in a way that you don't
get exp for it is difficult.
In terms of electricity resistance - I should note that right now, the
lightning bolt spell is available at relatively low level, so the fact that many
monsters don't have protection against that doesn't really shift whether or not
things move to elemental spells. I may be that lightning spells need to be tune
differently than some of the other versions, and it may be that some monsters
need to get adjusted. That said, I think that starting at some point, pretty
much all monsters have protections against a variety of attacktypes, and if the
monster is reasonably balanced, is more vulnerable to a certain attack type.
You're not going to kill a titan with electricity for example.
And it may very well be that some skills are better than others - in fact, I
don't think that can be avoided. The more important point is to try and keep
them at least somewhat balanced (if the air mage is clearly the best to play all
the time, then some rebalancing is needed). But we know all the spells
basically need to be rebalanced, so I don't see that as necessarily a stopper -
in fact, by segregating skills, it may in fact be easier to spot balance issues
- it seems pretty clear now that most of the summoning spells are underpowered
relative to other skills, but before that was split it, you didn't see that as much.
If the appropriate skills only have have spells of that type, and people say
'well, I got to level 20 in fire easily, and level 20 in water was a bit harder,
but level 20 in earth was next to impossible', it makes it pretty clear that the
earth spells - probably as a whole, need balancing, and not just individual
spells - it would be a case that monsters are obviously more resistant to earth
type magic than others.
My thought for attacktypes is that at low levels, spells would still be magic
| element - after all, it is 'elemental magic'. At higher levels, as you master
the skills, you get some spells that are just the pure element - you've been
able to master the skill enough that magic is no longer mixed in.
As far as specialists and generalists - that is fair enough - a generalist
that can learn every skill might be reasonable. The problem here is actual
balancing of that - the current bonuses for attuned and repelled probably do not
make up for the advantage of having all the elements available, so I'd think in
most all cases, that is what people would do. You may get some people that
specialize - a fireborn may very well be a fire mage simply for his own safety
as much as anything else.
AD&D balances things in a different way - specialists get a bonus spell in
what they are a specialized in. But it uses a memorization scheme, so if you
only get 1 second level, but as a specialist, you get 2, that is a big bonus.
You're proposal is an interesting one - I take it you really mean that
effectively, the skill level is half, eg, if I'm a level 20 sorcerer, than when
casting elemental skills, I cast them at effectively level 10? And likewise, if
I'm a level 20 fire specialist, I cast the general mage spells at level 10?
The idea/plan to rebalance spells is there, which includes having spells going
from level 1 to 100 (or thereabouts), so your point about some spells not being
available would be true. (and the reverse is true - some powerful general magic
spells would be unlearnable by the specialists)
A question, however, is actual skills - such a method would sort of suggest
that spell skills really can't be gained - if a fire specialist gets a scroll of
sorcery and learns it, then that penalty is effectively lost, and some for a
generalist he gets a scroll of fire magic. I have no problem with that in
place, but it does mean that that what skills you start with is what you've got
for the entire game - many other games already do that.
While one could do the right at higher levels, whatever, that can cause
problems in its own way - if I'm a level 80 generalist, is it even that worth
while to get fire magic at level 1 at that point? And maybe more to the point,
shouldn't we maybe really be suggesting that instead of doing that, such that
all high level characters would have all the skills, that they should just start
a new character and play again?
Last point - I actually disagree that there needs to be a generalist class
that has every spell accessible. If one takes that with spells, one could also
extend that to skills (which I think causes some balance issues). And right
now, on the praying side, that isn't really true either - there are certain
unique spells for each god, some gods have certain spell paths denied, etc -
there isn't any single character that can have all the cleric types available at
the same time.
What I would say, however, is that the generally useful ones should be fairly
readily available in scroll/potion/wand form.
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