[MUD-Dev] DGN: Chemistry based magic systems
Bryan
Bryan
Thu Dec 6 15:42:03 CET 2001
Nathan F. Yospe [yospe at kanga.nu] said:
> Welcome. Planettribes? Gaming news site, right?
The one and only. :) I am a news monkey.
> Mostly preset. Yeah, we've all seen them. The question here is,
> how is the effect of mixing two magical elements determined?
I suppose every element would also need properties to be defined by
the designers. Maybe a list of properties could be developed and
each element could be given a rating in them. For example:
Fireball:
Fire 100%
Water 0%
Earth 0%
Wind 0%
Speed 75%
Area of effect 20%
Skill required 30%
Any other ideas on how this could be done?
> As long as it's designer determined, you're really just creating a
> guide for designers. A cooler idea would be to build a system for
> magic which actually modeled the effects of combined magical
> elements, based on some series of factors.
Can you further explain how this might work. It sound interesting
but I am having trouble understanding it.
> I certainly used as complex and combinational a model last time I
> designed a magic system, though one of the consequences was the
> absense of "traditional" spells.
A hybrid system could be used where "tradition" spells exist for
easier lower level magic. I don't know if I like the idea of two
distinct magic systems in one game though.
> But what does the magical equivalent of, say, crystal structure
> translate to? That is one of the things that you can predict from
> purely ionic chemistry, with a little training.
The system wouldn't necessarily need to take structure into account.
> I'd think that you would get things like transforms, transfers,
> illusions, energies, knowledge, creation, and destruction, or some
> such set, as "chemical properties" of a spell... and remember,
> even knowing the chemical formula doesn't tell you everything
> about an object of whatever material. Graphite, fullerene, or
> diamond? Powder or large crystal? Perhaps something equivalent
> to structure, when there's varied solutions to the question, what
> is it?
If in the game would you have the equivalent of H2O, the easy thing
to do with properties is just take 66% of what H's properties, and
33% of O's properties. Upon further examination though, one element
could be much larger than another and maybe that should make it have
more influence on the properties. Maybe elements also need a weight
property. Is this a good idea? bad idea?
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