Training an INT-based spellcaster character.
Posted: 15 Jun 2009, 10:47
I like that in this game there are no character classes...
I mean, unlike RO, WOW, and many other RPGs, you don't have to take a decision at the start of the game about choosing if you wanna be a warrior/hunter/paladin... you can build your character on the go and depending on the stats you level up you can get an archer, a strong swordsman, a tanker, or a luck/agi-based attacker. Whether you are a paladin of the light or a thief who uses poisonous daggers is just up to you and your roleplaying (poison potions to apply on daggers would be cool, though).
Now that we have magic, there's a new stat that was forgotten for long time but that now is maybe seeing some usefulness... INT (intelligence).
The spells are pretty impressive for showing up, but you wouldn't normally use them for fighting or any other thing (at least not the ones I've seen), they are just for leveling your magic power and showing them to your friends. Currently you cannot depend on spells, you will still need to be a ranger or a swordsman, you will spend more time hunting for items than using the spells. Characters based on INT stat are pretty worthless. For being a wizard you first have to be a tough fighter too.
For making a INT-based character possible I think that there should be some spell that allowed you to fight monsters without consuming any item, but instead consume a significant MP amount (MP is a resource, and indirectly it can consume MP-replenishing items anyway) and also rely much more on the INT (make the spell pretty useless if you have low INT, to avoid it from being used by strong fighters, but enough to kill some maggots so that the low level characters can level up the INT).
This way you can have a spellcaster character who trains by using spells with lots of INT and lower STR/VIT than fighters (perhaps DEX could also influence in the accuracy of some spells so that spellcasters have to waste also points there, for keeping balance). A lot of tweaking in the numbers can be made to avoid giving spellcasters too much of an advantage or too much disadvantages over the other stat builds.
I mean, unlike RO, WOW, and many other RPGs, you don't have to take a decision at the start of the game about choosing if you wanna be a warrior/hunter/paladin... you can build your character on the go and depending on the stats you level up you can get an archer, a strong swordsman, a tanker, or a luck/agi-based attacker. Whether you are a paladin of the light or a thief who uses poisonous daggers is just up to you and your roleplaying (poison potions to apply on daggers would be cool, though).
Now that we have magic, there's a new stat that was forgotten for long time but that now is maybe seeing some usefulness... INT (intelligence).
The spells are pretty impressive for showing up, but you wouldn't normally use them for fighting or any other thing (at least not the ones I've seen), they are just for leveling your magic power and showing them to your friends. Currently you cannot depend on spells, you will still need to be a ranger or a swordsman, you will spend more time hunting for items than using the spells. Characters based on INT stat are pretty worthless. For being a wizard you first have to be a tough fighter too.
For making a INT-based character possible I think that there should be some spell that allowed you to fight monsters without consuming any item, but instead consume a significant MP amount (MP is a resource, and indirectly it can consume MP-replenishing items anyway) and also rely much more on the INT (make the spell pretty useless if you have low INT, to avoid it from being used by strong fighters, but enough to kill some maggots so that the low level characters can level up the INT).
This way you can have a spellcaster character who trains by using spells with lots of INT and lower STR/VIT than fighters (perhaps DEX could also influence in the accuracy of some spells so that spellcasters have to waste also points there, for keeping balance). A lot of tweaking in the numbers can be made to avoid giving spellcasters too much of an advantage or too much disadvantages over the other stat builds.