Stalin
Scholar
necromancer is not what i meant.
Spell reagents add a lot of atmosphere and believability to usage of magic. They are awesome in Ultima games.Azarkon said:Then there's the third kind, which doesn't actually exist but which people who don't play mages think exist: the type who'd enjoy being a liability with a lot of annoying upkeep such as spell regeants
Azarkon said:It is if you have high Int.
This. Spell reagents may serve a purose of limiting spell use (scarcity is best implemented when you can constrain party/PC's movement to an area where the desirable reagents aren't available, and making them impossible to stockpile in advance - for example by making them perishable in addition to being rare and valuable - this prevents party from ever having sizeable quantities of them without making them outright inaccessible and without preventing party from taking time if the circumstances don't dictate that), but their other purpose is to make spellcasting more interesting and complex.Spell reagents add a lot of atmosphere and believability to usage of magic. They are awesome in Ultima games.
Azarkon said:Vaarna_Aarne said:Fantasy RPGs should either be entirely about mages being demigods or about barbarians being huge, oiled and muscular manly men with mages being demigod boss fights.
Personally, I prefer my tabletop DnD as relatively high level all arcane spellcasters campaigns.
This. Well, not really. But this.
There are two kinds of people who play mages:
The first kind fancies himself the thinking type. He plays a mage because mages have high Int and, in his eyes, so does he. At the end of the day, though, the "thinker" is really just a story fag who wants more dialogue options to validate that he's a deep and sensitive man. He could do with less combat, and prefers simple auto-win spell chains that are "hard to figure out" (but aren't). When that doesn't work he whines on forums about how the game is poorly balanced and looks for a rest crack.
The second kind likes to blow shit up. The digital equivalent of the pyromaniac. Plays for the fancy spell graphics and feeling of raw cosmic pixel power. Shit blowing up on screen is a form of sexual release, especially if he caused it. Being a demi-god of destruction isn't just about killing stuff, though, it's about killing stuff with style. Prefers spells like "Rain of Fucking Chainsaws" and "Sphere of Annihilation." Will power game to maximize the explosions. A variant of this type: the Pokemon master, for whom you replace "blowing shit up" with "having a horde of minions that blow shit up for you" as you casually stroll through a level.
Then there's the third kind, which doesn't actually exist but which people who don't play mages think exist: the type who'd enjoy being a liability with a lot of annoying upkeep such as spell regeants and random misfires that cause you to reload because they get fucking old after the, oh, first two dozen times they happen.
Mages should be demi-gods of destruction, or they should be story fags with ezmode combat. Either way, making them overpowered is a decent first step, unless you're making a shitty MMO with "class balance," in which case you are beyond help.
No, no and no. Also, lots of words to say very little. (Obligatory knee-jerk reaction)Azarkon said:This. Well, not really. But this.
There are two kinds of people who play mages:
Claw said:No, no and no. Also, lots of words to say very little. (Obligatory knee-jerk reaction)Azarkon said:This. Well, not really. But this.
There are two kinds of people who play mages:
I just played the demo for that new "remade classic" RPG Underworld and it actually reminded me of what may have made mages my favourite RPG class. They always got the most options, especially in the early RPGs. Most games had no skills, feats or whatever. The fighter often did nothing but attack. Rogues got a stealth option and a few special abilities maybe but most of that was circumstantial.
The spellcasters get a list of spells to chose from, both in development and during combat. So while I just press (A) for most of my party, I get to make decisions with my casters every round.
I am missing that a bit when my decision is the colour of the effects that kill my opponents.
I like the idea of the "potentially powerful" caster but in most RPGs any attempt to balance their OP spells fails. Some games overdo it and "nerf" the casters so bad you end up whacking most enemies with a sword.
Starcraft is one game that comes to mind that handles casters pretty well. Very powerful but also very vulnerable, especially High Templar. PSI Storm also looks super cool in SC2. And feedback is so sweet.
That's actually one of the reasons why I love Morrowind. It's hardly balanced, and different forms of elemental damage are merely differently coloured particles checked against different resistances, but there is a lot of potential in extensive array of utility spells and a whole lot more when you start treating your spells like effect sequencers and try to arrange particularly useful combinations.Claw said:They always got the most options, especially in the early RPGs.
Stalin said:or there should be a scale like trade off between utility and dps without the age thing
commie said:I actually don't have a problem with the AD&D staple of weak pissy mage at the start and then uber killer at the end. What is a problem is the scale of progression. Elminster is regarded as a Gandalf like, almost immortal in the FR, wizened and sage with centuries of experience and arcane knowledge or the evil necromancer who has spent the last 1000 years learning the dark arts and is at the height of his powers, are easily bested in a few weeks or months in power by your character starting from scratch.