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Hey what's the best way to cast spells? I mean should I go with mana or MP(spell points that get drained by casting spells) or with the Baldur's Gate memorize, cast it once, memorize again, yada yada yada..... ?
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I think you should use Mana.
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I think Exile had a good magic system, the spell casters had MP, and when they wanted to cast a spell they chose them from a menu.
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If it's possible, I'm going to make it a combination of the two in my RPG. Each character will only be able to memorize 4 spells at once but they'll be able to cast those 4 spells as many times as they want, assuming they have enough MP.
If I had to choose between the two, I'd definetly take MP over memorization.
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MP wins over memorization, especially if the MP regenerates without the aid of items
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Nah, I'm with memorization. Much more realistic. Of course, my game doesn't use magic so I don't really care.
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hahaha magic-realistic? alrighty well it is true to old D&D;(I'm guessing). I prefer the spell point things, it's more realistic because a spell doesn't completely dispappear, it just slightly drains the caster of energy.
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I have to agree with Lorenoth. I think the system used in FinalFantasyII was a good one. MP alongside HP. Quest is another good example of this.
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MP and HP is a nice, simple system that works........in my project MP can only be restored by a nights rest or a few special items
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Quote
Originally posted by Lorenoth: **I prefer the spell point things, it's more realistic because a spell doesn't completely dispappear, it just slightly drains the caster of energy. **
In the real world a loss of energy is called to be tired. Your mage-persons get tired by casting spells.
"Quick Athanor, cast a fireball!" "I only have 13 spellpoints left.Give me a potion that restores 10 spellpoints first." Sounds pretty stupid or what?
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I really don't think that we need to sacrifice fun to be "realistic". It's magic anyway. The whole xp system is pretty unrealistic too. Plus, does "I have cured Shlonglor but now I forget how to do it; Nezblitz will have to die" sound realistic either? Personall, in all the games I've played I've always liked an mp system better than any attempts at innovation, though in some situations a charge bar that empties when a spell is used but recharges at a certain rate is ok for some spells. (Not cure spells though, that would allow for maximum cheapness.)
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Originally posted by Lorenoth: **hahaha magic-realistic? alrighty **
You knew what I meant. :rolleyes: Don anger me fool!
(This message has been edited by the Necromicon (edited 12-20-2000).)
Originally posted by Knight of NI: **In the real world a loss of energy is called to be tired. Your mage-persons get tired by casting spells.
"Quick Athanor, cast a fireball!" "I only have 13 spellpoints left.Give me a potion that restores 10 spellpoints first." Sounds pretty stupid or what? **
The way you put it sounds pretty goofy, Ill give you that. It would be more like "I don't have the energy to cast this fireball, pass me the light restoration potion"
Well the casting types really depend on the game I guess. If you cannot get any NPC's in your party then there is almost no way a mage could survive at the beginning of the game with the memorization thing. What I'm thinking of doing is something of a mixture between the two, if anyone's played the massive multiplayer monthly fee game called Everquest, you'll recognize it(unless of course you played as a foolish warrior). -You can memorize up to 5 spells, unless you get certain items that increase this, intelligence or wisdom may also have an effect(or affect, I'm not sure which). -You can cast a spell but it does not "disappear" it stays there but drains a certain amount of mana or MP(no, not MP3, ok that was lame, sorry about that) -If you right click on the spell button the spell selected to that button will be forgotten and you must memorize it again to cast it or something, or replace it with another spell.
Combinations are usually the best
but we'll see....
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MP like FF, and all players should be able to use magic,just to different degrees of power. This makes a good game great.
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I've always been straight up standard as-many-spells-as-you-want-and-they-use-mp purist, but I think that the 5 memorization would work pretty well if you did it right. Just make sure that in the end you have about 5 essential spells, like maybe BigCure, BigCureAll, WhamOnOnEnemy, WhamOnAllEnemies, and Life or something. Then at the endgame there'd be no room for customization because there'd be an obvious best combination. Not good. Also have for example weak armor that adds the ability to memorize a spell if you can. Items that have one aspect but another really good add to the fun of customizing, and some people might like more spells more than not dying when hit. I dunno. Just advice from the Slacker.
Tsk, tsk.
When you design games, you need to look for some originality if you want to be innovative and attract more people.
There are many other systems to cast magic. One that I think is quite interesting is the sacrifice of a poor woodland creature to cast your spell. (Blood magic if you will) More powerful spells require the sacrifice of larger and more intelligent creatures, so to cast a very powerful spell, you've got to go sacrifice your brother. Though this is not so original in books, this concept is almost untouched in gaming, likewise there are other, less common ways to explore magic.
Of course, Coldstone may not support these other magic systems in any such way, but... THen again, I can think of a few ways to get it to work.
I'm not encouraging anyone to follow the magic system that I've dictated above... Just remember that there is only so much room for Diablo/Baldur's Gate/Exile/D&D; clones.
Show your mac side, think a little different.
I like both the mp and the memorization systems. But when I played Baldur´s Gate my main character was a necromancer, and he had killed almost no people because he could just cast "Lanoch´s minor drain" three times. (1-4 damg on 1 enemy, the caster gains the same amount of life) To give you some insight, a bastard sword deals 2d4 or 2-8 damage.
by the way... Minsc rules!!!
Yeah I just beat BG today, and I have to agree, in the beginning of that game spell casters were worthless unless you had throwing daggers on em. But of course they were indespensable at the end of the game( BURN SAREVOK, BURN!!!! even though he resists fire). If Coldstone let's me I'll make some spells that have to be memorized each time you cast it, and some that take MP. Oh and let's add another cheesy example.
"That woodland gnoll does 2 to 4 points of damage! I have only 1 more hit point left! What should I do Tsurana?!" "I'll just cast Minor Healing! Oh wait, I don't know how to do it, cuz I just used it on myself! SUCKS TO BE YOU TAREKOTH!
See HP and MP and memorization all need to be revised, it just isn't working. BUT-------- I dare anyone to come up with a better life measuring system than HP, come on, dare ya!