New content ideas from a H0nking fool
Posted: 21 Apr 2013, 20:57
Just some thoughts I've had for new stuff while playing the game; people have suggested I bring it to the forum.
Spells -----------------------
In this category, I've had a number of different thoughts on possible ways to go about it.
I like the idea of speaking the spell in chat, so lets not remove that.
Spells --- variations --------
One thing I've noticed comes off pretty badly is when a game tries to make different elemental flavors of the same spell, like some D&D games. Each element is a different thing, and should work differently in a spell. #flar does not work the same way as #ingrav or #chiza, and other combat spells should also work in a way unlike existing spells.
-Elemental spells
Not really a fan of the earth/wind/fire/water thing, too cliche. But here are ideas:
-Ice might probably be a close range type thing, like ice spikes or something.
-the obvious idea is to give ice slowing power, but thats too obvious.
-Perhaps elemental spells can have more power in an enviroment where that element is prevailent (like fire is stronger in a hot place), but countered by the fact that the native creatures there are already resistant to that element.
-Thermodynamics!
Why not make spells based on this? Cold is an absence of heat, and to make hold, you steal heat.
-this might lead to an ice-fire combination attack, or a mana regeneration spell that converts the heat energy into mana
-Energy negation
-undead should logically be resilient to physical harm because they are animated magically instead of physically. So while we are suseptible to knives because they disrupt our physical processes, magically animated beings should be suseptible to magic more. In particular, things like undead should have a "revive kills zombie" effect. Or some other specialized Life School magic for countering dark magic. And that brings me to...
-Power through specificity
What if people got more powerful not because of skills that are just more powerful in general, but because they collect skills that are powerful in certain circumstances, and power came from knowing which ones are used where?
-A D&D example of this might be like how the "move earth" spell might be seen as useless by combat spell purists, but may still one-hit kill an earth elemental and other similar enemies. It's power is balanced out by the unlikeliness of a chance to use it.
-likewise, a spell that works the same in any situation should be rather weak; it takes no mental energy to do the same thing in every situation. And mages are supposed to be SMART.
-Concentration spells
This idea is for spells that may have a powerful effect, but come at the cost of the mage not being able to do anything else, or the spell will end. This can range from simply not being able to cast other spells, to not even being able to move or be hit without the effect ending.
-Linear warriors, quadradic wizards-
Many people have complained about how mages are overpowered.
In most games, the trope is that warriors are easy to use in the beginning, but progress steadily, while mages are horribly weak starting out, but progress expodentially. Having the ability to cheaply stat-reset kinda helps people avoid the difficulty that would balance out the future power of a mage.
Maybe what would help balance it out would be if there was more early difficulty in the path of the mage that is not so easily avoided by a few thousand gold worth of stat reset.
Spells --- Dark Path --------
This subcategory, I've had a few thoughts mainly concerning the implications of what a "Dark path" is.
Some ideas are:
-Spells of an ethically questionable nature-
-controlling the souls of the dead or otherwise summoned being against thier will
-stealing life force
-spells that sacrifice people to work
-mind manipulation
-spells of a particularly brutal and nasty (inhumane) nature
-spells that may not be evil by themselves, but involve components that would be gained by questionable means.
-inversions or distortions of how the spells are supposed to work
-healing spells cast backwards harm instead
-wouldn't really be evil by itself unless further consequences were introduced
-Not evil by themselves, but taught by evil means
-evil types are self-interested with a pathological disregard for others; they have no problem with sacrificing thier "students", and the key the dark path may be to know when to find a new teacher and not be lulled into a trap. In fact, it may be that the only reason that evil mages do not betray thier equals is out of mutual fear of retaliation.
-healing can be taught by healing an interrogation victim for the purposes of further torture. Perhaps he has been cursed to death, and keeping him alive is horribly painful and he wishes nothing more than for you to let him die.
-one that is already done: magic taught in exchange for committing evil deeds. May overlap with above ideas.
Spells -----------------------
In this category, I've had a number of different thoughts on possible ways to go about it.
I like the idea of speaking the spell in chat, so lets not remove that.
Spells --- variations --------
One thing I've noticed comes off pretty badly is when a game tries to make different elemental flavors of the same spell, like some D&D games. Each element is a different thing, and should work differently in a spell. #flar does not work the same way as #ingrav or #chiza, and other combat spells should also work in a way unlike existing spells.
-Elemental spells
Not really a fan of the earth/wind/fire/water thing, too cliche. But here are ideas:
-Ice might probably be a close range type thing, like ice spikes or something.
-the obvious idea is to give ice slowing power, but thats too obvious.
-Perhaps elemental spells can have more power in an enviroment where that element is prevailent (like fire is stronger in a hot place), but countered by the fact that the native creatures there are already resistant to that element.
-Thermodynamics!
Why not make spells based on this? Cold is an absence of heat, and to make hold, you steal heat.
-this might lead to an ice-fire combination attack, or a mana regeneration spell that converts the heat energy into mana
-Energy negation
-undead should logically be resilient to physical harm because they are animated magically instead of physically. So while we are suseptible to knives because they disrupt our physical processes, magically animated beings should be suseptible to magic more. In particular, things like undead should have a "revive kills zombie" effect. Or some other specialized Life School magic for countering dark magic. And that brings me to...
-Power through specificity
What if people got more powerful not because of skills that are just more powerful in general, but because they collect skills that are powerful in certain circumstances, and power came from knowing which ones are used where?
-A D&D example of this might be like how the "move earth" spell might be seen as useless by combat spell purists, but may still one-hit kill an earth elemental and other similar enemies. It's power is balanced out by the unlikeliness of a chance to use it.
-likewise, a spell that works the same in any situation should be rather weak; it takes no mental energy to do the same thing in every situation. And mages are supposed to be SMART.
-Concentration spells
This idea is for spells that may have a powerful effect, but come at the cost of the mage not being able to do anything else, or the spell will end. This can range from simply not being able to cast other spells, to not even being able to move or be hit without the effect ending.
-Linear warriors, quadradic wizards-
Many people have complained about how mages are overpowered.
In most games, the trope is that warriors are easy to use in the beginning, but progress steadily, while mages are horribly weak starting out, but progress expodentially. Having the ability to cheaply stat-reset kinda helps people avoid the difficulty that would balance out the future power of a mage.
Maybe what would help balance it out would be if there was more early difficulty in the path of the mage that is not so easily avoided by a few thousand gold worth of stat reset.
Spells --- Dark Path --------
This subcategory, I've had a few thoughts mainly concerning the implications of what a "Dark path" is.
Some ideas are:
-Spells of an ethically questionable nature-
-controlling the souls of the dead or otherwise summoned being against thier will
-stealing life force
-spells that sacrifice people to work
-mind manipulation
-spells of a particularly brutal and nasty (inhumane) nature
-spells that may not be evil by themselves, but involve components that would be gained by questionable means.
-inversions or distortions of how the spells are supposed to work
-healing spells cast backwards harm instead
-wouldn't really be evil by itself unless further consequences were introduced
-Not evil by themselves, but taught by evil means
-evil types are self-interested with a pathological disregard for others; they have no problem with sacrificing thier "students", and the key the dark path may be to know when to find a new teacher and not be lulled into a trap. In fact, it may be that the only reason that evil mages do not betray thier equals is out of mutual fear of retaliation.
-healing can be taught by healing an interrogation victim for the purposes of further torture. Perhaps he has been cursed to death, and keeping him alive is horribly painful and he wishes nothing more than for you to let him die.
-one that is already done: magic taught in exchange for committing evil deeds. May overlap with above ideas.