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Events & Contests | Topic subject | RE: I have, yo. | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=25&topic_id=1824&mesg_id=2074 |
2074, RE: I have, yo.
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>As I've posted before, I like the transform idea of taking a >limited magical item from anywhere and being able to transform >it (similar to despoil but instead of hp you get dam redux). >Having the spell available at 30 means every mage can get some >sort of dam redux, even if it is only 10%. The more powerful >items that give longer lasting and more reduction take some >difficulty in getting. You'd have to kill a pretty tough mob. > Plus, they might be items that people actually wear so there >is competition in that, too.
Ultimately, there is zero risk to this solution, and one of the reasons I'm not a fan of it. Taking away a cabal skill and tossing it out to every mage is another reason I'm not a fan.
>One reason you said you disliked the idea was because of the >abundance of magical items. Well, if you make the majority of >them give only minimal redux, what's the problem with that?
So define the scale. There are ~20,000 objects in the game, let's just assume 33% are magical. Tell me what your thoughts are for balancing that across ~7000 items.
>It still takes some work in going out and killing appropriate >mobs to gather/farm them.
And you can do that in relative seclusion with minimal risk (or just full loot your kills so you've got an ample supply).
>Exploration is still involved. Mages would have to go out and >gather, test, and find what works efficiently for them.
Exploration is involved, risk isn't.
>The transform idea would also reward long-lived characters >because it'd be hours based and % based to a small extent. It >would also take the veil into account, which is a great >addition but often ignored by non-nexuns and battle.
Why? Again...define a complete solution here.
>And depending on the nature of the item, you might even throw >in some possible goodies. A magical item from coral palace >might grant water resist or water breathing or shield of waves >from a unique, hard to get item. Something from kiadana might >make you heal faster in a burning area, give channel heat, or >a random wall of fire prog to a weapon.
If I'm not going to build up kits for shamans based on their sphere, I'm sure as hell not going to build up something based on where an item came from.
>Can you point out the flaws you see in something like this so >we can discuss it?
There ya go.
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