rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
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Mixing lore and gameplay mechanics like this is awful
Mixing lore and gameplay mechanics like this is awful
Feudal lords banding together to go dungeon delving as if they are lvl 3 again doesn't seem convincing to me.
iirc spell points were an alternative rule as early as uh.. AD&D? I want to say it's in the original Unearthed Arcana.There is one logical way of limiting Wizard's power which is casting using mana (alternatively casting using stamina or health). You have your magic fuel, without the fuel you can't cast any more spells. I don't understand why people try to change it. That's how psionic works in ADnD.
I guess all Larian has to do to have their bullshit cooldown explained by lore is to have one character say "god of magic said that it would be bothersome if wizards cast the same spell over and over again so he made them unable to do it". What a lazy piece of writing.
There is one logical way of limiting Wizard's power which is casting using mana (alternatively casting using stamina or health). You have your magic fuel, without the fuel you can't cast any more spells. I don't understand why people try to change it. That's how psionic works in ADnD.
If all spells require the same "fuel" you will most likely end up with using the same spell all the time, the best spell in its respective category.
There would be no incentive to use other spells. Cooldowns are an easy way to avoid that and help to differentiate spells further.
Maybe i just don't wanna answer everything.
Wrong, the story of Karsus dates 2e. Netheril: Empire of Magic is a 2e book https://www.dmsguild.com/product/17546/Netheril-Empire-of-Magic-2e
MYSTRYL appears on page 49 on that book. Many 11th tier spells exists only on 2e, for eg
https://forgottenrealms.fandom.com/wiki/Mavin's_worldweave
https://forgottenrealms.fandom.com/wiki/Proctiv's_breach_crystal_sphere
https://forgottenrealms.fandom.com/wiki/Karsus's_avatar
Page 116 of the book Netheril: Empire of Magic
That is not true because you always summon the same thing. Only the numbers are different. On Kingmaker, summon monster IX can summon a Thanademon. Summon monster I, a weak dog. Let the player decide between quality, quantity and anything in between.
D&D system has the same issue, much worse in cRPGs due to the limited nature of utility spells compared to pnp roleplaying. Shitty spells simply aren't slotted.
I guess all Larian has to do to have their bullshit cooldown explained by lore is to have one character say "god of magic said that it would be bothersome if wizards cast the same spell over and over again so he made them unable to do it". What a lazy piece of writing.
There is one logical way of limiting Wizard's power which is casting using mana (alternatively casting using stamina or health). You have your magic fuel, without the fuel you can't cast any more spells. I don't understand why people try to change it. That's how psionic works in ADnD.
If all spells require the same "fuel" you will most likely end up with using the same spell all the time, the best spell in its respective category.
There would be no incentive to use other spells. Cooldowns are an easy way to avoid that and help to differentiate spells further.
Mixing lore and gameplay mechanics like this is awful
you will most likely end up with using the same spell all the time,
Multiple summoning are a pain in the ass in TB
It has nothing to do with that. The problem is that the explanation is too specific and uses terms that are game rules to describe how something works in the game universe. Vancian magic never needed this description before, that was just the way it worked.Yep. Having the game mechanics contradicting lore is amazing. Lets have spells, weapons, armor and everything working completely different in lore and mechanic. Like D&D 4e, Diablo 3 and tons of other games /sarcasm
That topic The REAL overlooked sin in RPGs: disconnect between narrative and mechanics is perfect https://rpgcodex.net/forums/index.p...nnect-between-narrative-and-mechanics.131091/
You should have just linked to the last thread in which this discussion took place, featuring the same people too. I think it was the Dragon Age thread. His arguments haven't improved since then.Wrong. Vancian magic system is 100% based on literature and the explanation dates the time of Karsus. Mystra established certain rules to avoid another Weave destruction.
Like fucking clockwork. Also really amusing, seems like you have limited yourself to skip over my post and ignore my point. But even more amusing is that you post those videos, which use books published by WoTC themselves much later after the invention of the system and the release of Baldur's Gate itself to justify the casting system, as if Larian couldn't just do the same. You could have at least have posted the real literary inspiration for the magic system, which are the "Dying Earth" novels by Jack Vance, which works exactly like D&D, yet the games still lacked a convincing in-universe explanation as to why it was like that until later. Also I have skimmed a bit through the video, but I couldn't find the explanation as to why you have to memorize spell and then forget them, just that the reworking of the weave meant that spell over level 10 stop functioning. Could you perhaps post a timestamp, please?
Make then being controlled like one minion. So you order all minions to attack a target, all will move and attack at the same time.
Most DMs do that on P&P because manually rolling everything reduces the game speed by a lot. If you have 20 skeletons but all are attacking the same target and rolling averages, you are maintining the minion masterpowerfantasy without slowing the game.
So, the only reason you don't like it is that it doesn't fulfill your necromancy fantasy. Because it seems you don't even mind if they work mechanically the same. Instead of a single, very powerful summoned creature you wanted a small army of weak skeletons, so this make necromancy bad. This is too subjective to be considered as serious criticism.
This on the other hand is a far more interesting topic, development of new magic systems which currently don't exist on games. I have thought about the mana system before and I think one that could be interesting would be a modified version that functions similarly to the spirit eater curse in MotB. The more mana a spell costs to cast, the greater it increases your "addiction" to mana, which decreases some meter and inflicts some penalties. This incentivizes a player to use magic more sparingly and not not just spam magic all the time. It also solves the problem of rest spamming (because resting will further the addiction) and it allows for powerful magic to exist, as you could have powerful spells which greatly increase the addiction and cause heavy player penalties for casting them.If all spells require the same "fuel" you will most likely end up with using the same spell all the time, the best spell in its respective category.
There would be no incentive to use other spells. Cooldowns are an easy way to avoid that and help to differentiate spells further.
The answer to that problem would be to have the spells different enough to be useful in different situation. If I have 3 damage spells, one dealing 50 dmg, the other 30 and the last one 15 then I don't see how forcing me to circle through them makes the game more interesting.
It has nothing to do with that. The problem is that the explanation is too specific and uses terms that are game rules to describe how something works in the game universe. Vancian magic never needed this description before, that was just the way it worked.Yep. Having the game mechanics contradicting lore is amazing. Lets have spells, weapons, armor and everything working completely different in lore and mechanic. Like D&D 4e, Diablo 3 and tons of other games /sarcasm
That topic The REAL overlooked sin in RPGs: disconnect between narrative and mechanics is perfect https://rpgcodex.net/forums/index.p...nnect-between-narrative-and-mechanics.131091/
Only when you have a bs called "best spell" and it is AWFUL.
See Dragon's Dogma, ricochet shot is amazing vs living armor on CQB but complete useless vs thunder dragons at range.
On TT is turn based and most DM homebrew rules to speed up the gameplay. A PC doesn't need to do the same; just make all summons move in a concurrent turn and the problem is fixed.
little bit of a stretch and poorly justified
Wrong. Vancian magic system is 100% based on literature and the explanation dates the time of Karsus. Mystra established certain rules to avoid another Weave destruction.
slow and now you want Necromancers to summon an army of undead?
Make then being controlled like one minion. So you order all minions to attack a target, all will move and attack at the same time.
Most DMs do that on P&P because manually rolling everything reduces the game speed by a lot. If you have 20 skeletons but all are attacking the same target and rolling averages, you are maintining the minion masterpowerfantasy without slowing the game.
If all spells require the same "fuel" you will most likely end up with using the same spell all the time, the best spell in its respective category.
There would be no incentive to use other spells. Cooldowns are an easy way to avoid that and help to differentiate spells further.
This on the other hand is a far more interesting topic, development of new magic systems which currently don't exist on games. I have thought about the mana system before and I think one that could be interesting would be a modified version that functions similarly to the spirit eater curse in MotB. The more mana a spell costs to cast, the greater it increases your "addiction" to mana, which decreases some meter and inflicts some penalties. This incentivizes a player to use magic more sparingly and not not just spam magic all the time. It also solves the problem of rest spamming (because resting will further the addiction) and it allows for powerful magic to exist, as you could have powerful spells which greatly increase the addiction and cause heavy player penalties for casting them.
Just spend the last hour reading random D&D lore lol. It is amazing how many times the goddess of magic gets fucked over only to get resurrected yet again by something lol. Also it is amazing how stupid and pointless her deaths are.
Just like i reduced mana systems to its worst outcome, you are reducing cooldown mechanics to their worst outcome, i.e. causing simple cycling.If all spells require the same "fuel" you will most likely end up with using the same spell all the time, the best spell in its respective category.
There would be no incentive to use other spells. Cooldowns are an easy way to avoid that and help to differentiate spells further.
The answer to that problem would be to have the spells different enough to be useful in different situation. If I have 3 damage spells, one dealing 50 dmg, the other 30 and the last one 15 then I don't see how forcing me to circle through them makes the game more interesting.
Well they could have reworked it without killing her off only to be resurrected a bit later. It is a fucking fictional game after all.Just spend the last hour reading random D&D lore lol. It is amazing how many times the goddess of magic gets fucked over only to get resurrected yet again by something lol. Also it is amazing how stupid and pointless her deaths are.
That's the price of reworking your magic system over and over again. Good thing they don't try to rework the character system, it would be silly if for example Abyss exploded and reformed a couple of times.
That's what happens when you try to explain game mechanics like thisWell they could have reworked it without killing her off only to be resurrected a bit later. It is a fucking fictional game after all.
Just like i reduced mana systems to its worst outcome, you are reducing cooldown mechanics to their worst outcome, i.e. causing simple cycling.If all spells require the same "fuel" you will most likely end up with using the same spell all the time, the best spell in its respective category.
There would be no incentive to use other spells. Cooldowns are an easy way to avoid that and help to differentiate spells further.
The answer to that problem would be to have the spells different enough to be useful in different situation. If I have 3 damage spells, one dealing 50 dmg, the other 30 and the last one 15 then I don't see how forcing me to circle through them makes the game more interesting.
I agree that in this case nothing is won, but cooldowns can interplay with the dynamics of the battle. If it is well designed it might not be
the best option to cycle through them nonstop but to consider when you should use them and what you are risking if you put your best spell
on cooldown right now. Cooldowns and Mana aren't even opposites and can be used together.
Why would an arbitrary magic law apply in Sigil were Mystra explicitly cannot impose her will as well as other DnD worlds
Fuck, Warriors with 3 slots were completelly fuck, and Fighter's Dragon's Maw was so ridicolous strong you could spam it non-stop, eat some mushrooms, repeat, and you fucking win the game.
Don't be dense. Lore and mechanics should be consistent, but lore should never refer to purely mechanical aspects like AC, THAC0 or levels.Yep. Having the game mechanics contradicting lore is amazing. Lets have spells, weapons, armor and everything working completely different in lore and mechanic. Like D&D 4e, Diablo 3 and tons of other games. Nothing more fun than seeing a necromancer casting finger of death to ohk a ultra powerful enemy in a cutscene and when you get it, it deals 2 damage on 5 minute cooldown. /sarcasm
True.Only when you have a bs called "best spell" and it is AWFUL.
But if you wait for the perfect moment to use a given spell you risk a situation where you could use that spell and have it restored by the time you needed it. For example you put-away using charge which has 2-turn cooldown for 5 turns waiting for a good opportunity only to realize that you've wasted on charge by being indecisive. Which is why people end-up cycling through their best abilities.
If your goal is to make players hesitate before shooting away all their best spells then the old vancian system or limiting their per-encounter use is better.
I have thought about the mana system before and I think one that could be interesting would be a modified version that functions similarly to the spirit eater curse in MotB. The more mana a spell costs to cast, the greater it increases your "addiction" to mana, which decreases some meter and inflicts some penalties. This incentivizes a player to use magic more sparingly and not not just spam magic all the time. It also solves the problem of rest spamming (because resting will further the addiction) and it allows for powerful magic to exist, as you could have powerful spells which greatly increase the addiction and cause heavy player penalties for casting them.
Shills will always be shillsSo have the Larian bootlickers come to grips with the fact that 5e is a terrible system and that BG3 will be awful modernized garbage yet?
Shills will always be shillsSo have the Larian bootlickers come to grips with the fact that 5e is a terrible system and that BG3 will be awful modernized garbage yet?