Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Broken Hourglass magic system

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: The Broken Hourglass

<a href=http://www.planewalkergames.com>Planewalker Games</a>, an indie studio working on The Broken Hourglass RPG, has posted an article explaining <a href=http://www.planewalkergames.com/content/view/53/1/>how magic works in the game</a>:
<br>
<br>
<blockquote>Our magic system is:
<br>
<br>
- Not a spells-per-day/"hung spell" model. In our system, you do not commit your spell choices a day in advance, or make a career decision to only cast a small handful of spells over and over again. Casters have access to any known spell and spell effect at all times, provided the caster still meets the requirements.
<br>
<br>
- Not a potion-collecting model. In our system, you do not guzzle potions to restore your magic ability. When CRPGs turn away from the spells-per-day system, the usual alternative is a stock of spell points which are depleted with every cast spell and replenished by consuming a bandolier of vials. Here, tied-up mana is restored either by dropping magical effects, finishing combat, or resting.
<br>
<br>
- Not (really) a reagent-mixing model. Although it is possible to create new spells from existing effects, there is no "secret blend of spices" which produces the Spell Of Ultimate Mastery. Combining effects to create ("tinker") new spells is completely optional.
<br>
<br>
- Not dependent on just one character statistic. There are three different character statistics which affect how a Broken Hourglass character handles magic, both of which influence his or her ability to cast spells. The first is mana, which is a measure of how much magical energy the character can wield at any one time. (Read that again, it will be important to understand shortly.) The second are the magical proficiency skills, one for each of the five magic sources. These skills work just like weapon proficiencies, making spells cast by the mage more likely to strike their target with a high attack roll, thereby having a greater effect. A third stat affects how quickly a mage may cast spells.</blockquote>Any system that doesn't use worn out cliches is a good system.
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgwatch.com">RPG Watch</A>
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Sounds great, although there isn't much new*. The "Read that again" part sounds a little patronizing to me, but maybe that's just because I am a genius and already totally understand their magic system.
Having proficiency skills is ok I suppose, casting speed sounds like an interesting distinction.

Actually, there is one non-great sounding part. It sounds like they are playing down the relevancy of "tinkering" spells but maybe I am just paranoid.

PS:
One aspect I really like is requiring mana to equip magic items. Those tend to be either useless or unbalanced, and this method of control adds a new element to character creation. The idea of a non-casting magic user is very cool.



*Ok, just referring to the cited magic system part, here. I'll read the whole article now.
 

FrancoTAU

Cipher
Joined
Oct 21, 2005
Messages
2,507
Location
Brooklyn, NY
Nothing new is brought up really, but the magic system has me more interested in this game than any other feature. Okay, maybe it's tied with NPC romance! LOLZ

Seriously though, a BG2 clone that attempts to make combat interesting and minus the goofy D&D rules that never really translate well to the PC sounds good.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Naked_Lunch said:
I miss Ultima in general :(

How about an Ultima 7 remake using the Source engine? I think Bloodlines-style combat would work well with that game. And if someone would do that, one could add a more comprehensive character system. Though that's optional.
 

OccupatedVoid

Arbiter
Joined
Sep 4, 2006
Messages
1,846
Location
East Texas
Jasede said:
Naked_Lunch said:
I miss Ultima in general :(

How about an Ultima 7 remake using the Source engine? I think Bloodlines-style combat would work well with that game. And if someone would do that, one could add a more comprehensive character system. Though that's optional.
Can you afford the licensing fees?
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Are furries completely normal people just like everyone else, free of strange sexual deviance?
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
Sounds like the system might be cool. :cool:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom