![]() ![]() squashmonster 05:22 Int vs confusionĬonfusion cast by player can be blocked using the monster's HD. Form spells could give you a generic stat boost while in that form the dual-school ones don't need a special Transmutation effect. ![]() A school like transmutation is difficult, but note that most transmutations are either dual-school or form spells. Others might have to be more related to the spell effects - most poison spells could benefit from duration, while with summoning one idea is to add a delay before summoned monsters react, and let summoning's special ability be lowering that (another idea is to add short-term bats to every summon). Other good ideas are side-effects, for example conjurations could make clouds near you (perhaps ones opaque to enemies but not you, so it's always good), and fire could make additional fire clouds in empty spaces near the target. For example, having an effect near you that applies while you're casting the spell works: earth can have increased AC, ice can slow enemies near you down, necromancy can have fear. I think the best ideas for casting “special moves” don't have to be related to the spell being cast. I would like to see Int end up determining “special moves” like is proposed for weapons: it could be one move per school to keep it simple-ish. Likewise, if the other stats end up getting removed from accuracy, Int should be removed from spell success. Spell power often determines damage, so if Str and Dex are being removed from damage calculations, it doesn't make sense for Int to matter for damage. I don't think Int should affect spell power. This makes it useful for non-casters who need MP. Differentation between these types would probably be mostly done in the species level, but it would be great if you could steer say a human caster in either direction.īorsuk: Make MP come from Int. Contrast with high-Spellcasting casters, that could output spells in a more stable manner, but would suffer more from failed attempts. Thus, you could have high-Int, low-Spellcasting casters that could attempt casting high-level spells with low success but less harmful miscasts. Int could give MR (as suggested by b0rsuk below), and MR could mitigate miscasts. Keskitalo: We could also add in miscast severity, so that you could build a caster that has a low success rate with mostly non-dangerous miscasts, but casts at high power when succeeding. Spellcasting giving a small boost for all the spells regardless of school does fit in the “flexibility” idea. Keskitalo: It should be noted that in the current system, Spellcasting matters fairly little (clarification: for success and power), and Int act as a multiplier for success and power. In general though, Int already works okay… if we could introduce more interesting character development choices (and say, differentiate kobold casters from elf casters more), it might be worth looking into this. a staff that helps with casting success but increases hunger, or increases power but reduces success). One way to support this could be new spell staves, e.g. Maybe Int could represent the ability to channel this power (success and hunger)… Not sure what the separation should be. Spellcasting could represent flexibility (the ability to take on lots of spells, and having MP). Keskitalo: Affinity with the schools could represent raw power. On the other hand, the low bonus to the success and power of spells from Spellcasting fits within the “flexibility” idea. a two-tier power cap) after that, you'd need strong spell school skills. Perhaps Int could keep helping power, but only to a certain point (i.e. Perhaps spell schools would help with success, but only if your Int wasn't high enough, and that help would increase the hunger costs if it was needed. There are endless variations: We could take out Spellcasting out of the power formula, but have Spellcasting and/or Int provide a minimum power.
0 Comments
Leave a Reply. |