[MUD-Dev] Too much magic?
Daniel.Harman at barclayscapital.com
Daniel.Harman at barclayscapital.com
Wed Feb 11 12:31:57 CET 2004
From: Brian Hook [mailto:brianhook at pyrogon.com]
> I'm pretty much torn on this issue. On the one hand I'd actually
> like a world where one magical item per person would almost be
> considered excessive, not a world reminiscent of my days as a
> 13-year old Monty Haul DM. On the other hand, I really don't want
> players to get frustrated because they can't have magical crap in
> every possible character location.
Well I'm sure you can do it, but I think you'll be needlessly
lopping off an interesting axis of advancement that players
enjoy. Just look at Diablo and its masterful embracement of Monty
Haul - players love it! By sacrificing magic effects from items,
including stat bonuses, special abilities and etc. you are going to
have to work very hard to make the item upgrades interesting and
rewarding.
> Another thought is to implement a "magical nausea/overdose" type
> of thing. Characters can tolerate magical fields up to a point --
> beyond that, they start suffering side effects that offset the
> bonuses. Some characters and/or classes and/or races could have
> very high or low magical sensitivity, even to the degree that
> certain people could implicitly detect magic the way some people
> can detect cats. Magical allergies =)
I'd like a game to properly explore magic so that types of magic
would have fields that enhance/cancel other schools of magic. Then
you'd have an interesting meta game working out the best
combinations of your armor/equip so that they don't cancel each
other out or create other less desireable affects. E.g. Perhaps wood
elf forest magic boots really don't sit well with dark elf
necromatic robes, and nasty things happen when you pair them.
Dan
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list