Silly Germans
Guest
You don't play them newfangled vidyagames very often, do you?The solution to how conserved spell casting is, is quite simple. Give players their 2nd Edition awesome spells. Let them cast them as much as they want. Place an appropriate drawback proportionate to the value of the spell. I have a homebrew RPG where consequences range from the spell merely fizzling, to violently detonating the caster, and much much more. Gives the player freedom, no resting drudgery, but enforces discipline to bring force proportionate to the challenge. It also introduces lots of fun mechanics, as well as giving a rational reason why the world isn't awash in "easy-button Harry Potter grade" magic. Mundane skills also become a lot more practical. Do you cast 'Knock' on that lock when it could possibly make your entire party go insane, or do you break out the lockpick tools?
Let me spell it out for you:I don't see much difference between "cast X times per rest", "cast X times per encounter", a cooldown and something like mana you replenish by resting/drinking mixtures. It's all amounts to the same: restricting you from using certain abilities/spells too much in too short window of time. Or do you mean to say that cooldowns are the least restrictive, therefore they are the lamest resolution for restricting the overuse of certain spells/abilities?
And finally - whatever you can accomplish with cooldowns you can accomplish with casting times, in addition to a bunch of other things:
- With resource based casting you can cast the same, even powerful spell multiple times in quick succession if you have resources for that. That means, among other things, that other combatants are not automatically safe for X turns after one gets finger of death cast on them.
- With resource based casting casting one spell depletes your resource for others so you need to weigh your spells carefully rather than cycling between your several most powerful nukes until combat is resolved.
- Cooldown system is by far the most horribly unnatural and game-y system imaginable, because with few, rare exceptions it's pretty much impossible to justify in fluff.
- Casting times are very natural concept - a wizard needs time for their waving hands and speaking gibberish with high-budget electronically enhanced voice and accompanying light show, presumably the more time the more impressive the end effect is going to be.
- With casting times you need to commit well in advance of getting desired effects. That enforces tactical thinking and balances powerful abilities.
- With casting times defending side has options besides tanking that fireball. That means that spells don't have to be nerfed, and encumbered by save-or-die that frequently have the outcome of the entire battle hinging on a single roll, just to have them straddle the thin line between cheese and uselessness. That in turn means the spells can be much more powerful and reliable - you now can have this spell that reanimates skeletons while still inside living enemies and has them climb out and it won't necessarily be hilariously broken even if it doesn't fail 99% of the time.
- Conversely, because the defending side can and will act to prevent being hit by spells attacker needs to protect their casters against death or interruption and prevent enemy from taking effective cover instead of spells just being fire-and-forget nukes.
- Finally, because of powerful spells not relying on non-determinism and unreliability for balancing, the game is much less broken by even non-restrictive save-load meta-mechanics.
- Casting times are even more restrictive than cooldowns - even though you also get to cast given spell at most once per X turns, you additionally get an X turns delay before first casting, have to commit in advance and cannot cast your other spells during casting time.
Its not like you cant use them together. D:OS2 has source points and cooldowns and i don't think the game would be better if it only had some sort of mana as resource.
You'd end up spamming meteor shower, hail storm, etc, if they weren't limited by a cooldown. Cooldowns as a limiting property do work and can work with other mechanics,
i see no benefit in limiting the mechanics by excluding cooldowns per se. I also like casting times or channeling/interruption mechanics, but they also do not exclude cooldowns
and could be used side by side. They are actually very intiuitive to use together since it makes you even more careful about using your spells at the right time instead of simply
spamming them, knowing that you won't be able to use your best spell anytime soon again if you are interrupted.
The fluff point is moot and purely subjective. There are already so many game-y systems anyways, cooldowns aren't any worse or harder to explain if you wish to do so.
Take turn based combat itself as example, that is as game-y as it gets without any logical explanation whatsoever. If you can accept that in a game, how can you have
problems with cooldowns ? Just take them as part of the game mechanics.