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Re: [Adonthell-devel] Battle System

From: Kai Sterker
Subject: Re: [Adonthell-devel] Battle System
Date: Thu, 31 Jan 2002 15:38:36 +0100

On Wednesday 30 January 2002 22:32, you wrote:

> Yeah, I was just making a quick suggestion (about the blacksmiths). There
> definitely should be more complexities with the weapons. However, I think
> there still should be a set number of them existing in the world.

That might actually fit. As Adonthell is cut off from all trade, things like 
(good) weapons would be rare. And I guess it's okay to assume that the player 
wouldn't even bother to look at the weapons your average thug carries.

Still there should be enough to select from. Say, at least 5 per character, 
and maybe a couple more that would be _very_ hard to aquire.

> > Magic, like other things should be present in all parts of the game, not
> > just in the combat part.
> Sure. I think the magic system that I proposed could easily fit into the
> plot. It just depends on how the plot eventually unfolds. For example,
> where do the monsters come from? Some of them are just savage beasts and
> are mere nusiances; they should only be able to attack physically. But some
> of the monsters could be imbued with magical powers by the enemy of the
> story. Those would be the ones you'd "copy" the magic from.

Okay, that is sensible and would indeed fit well.

> This is also a cool idea. That's how it's done in SoM. You visit different
> temples, and you learn a set of magic from each temple. Though, in my
> opinion, I think it's been done a lot before. It's a little too
> traditional. I think our magic system should be more radical than that.

Why not. But it would still need some more elements then copying spells from 
monsters. One question is where from comes the ability to copy spells? How 
would you get healing spells, or others that are of little use in combat. 
(Like a light spell). Or 'meta spells' that only affect other spells.

I guess your basic creature would mainly have offensive and a few defensive 

> Hrm. But wouldn't it be cool for the player to decide whether he should
> increase his Magic Attack skill, or his Physical Attack skill? I think
> that'd be more nifty than just letting the computer decide.

Yeah, you're possibly right. 


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