What to Keep (and improve on).
What to Ditch (and never look back).
And all sorts of shades of gray in between.
- K -
What to Keep (and improve on).
What to Ditch (and never look back).
And all sorts of shades of gray in between.
- K -
The First one
What to Keep (and improve on).
What to Ditch (and never look back).
And all sorts of shades of gray in between.
- K -
The First one
Spell schools....those are keepers.
Mysticism, Eagle Eye, Sorcery....those could either be dumped, replaced with arti's, or completely overhauled.
Wisdom....could be redone and set up to work in conjunction with hero specialties or hero levels. It should be more automatically gained if you want it. Maybe just make it a choice more often?
Something to consider - A point buying system. I'm trying to think of a way to make it simple, but give some roleplay ability to customize heroes more.
You get a certain number of spells at first level, and based on your heroe's class you learn other spells automatically, but you also get points to buy spells at various map and town locations. Want to save up to use Armageddon? Well, you need 100 points to purchase that and should have that at 5th level (provided you have the fire magic skill).
The idea needs fleshed out obviously, but it's based on a desire to have more flexibility by hero in what spells they learn.
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Dog_in_Black:
Something to consider - A point buying system. I'm trying to think of a way to make it simple, but give some roleplay ability to customize heroes more.
You get a certain number of spells at first level, and based on your heroe's class you learn other spells automatically, but you also get points to buy spells at various map and town locations. Want to save up to use Armageddon? Well, you need 100 points to purchase that and should have that at 5th level (provided you have the fire magic skill).
The idea needs fleshed out obviously, but it's based on a desire to have more flexibility by hero in what spells they learn. <HR></BLOCKQUOTE>
Interesting. Very D&D-like for sure. And unfortunately for a game like heroes...to complicated. Find a way to simplify it...and I'm game. What about using it kinda like the tower's library. All the towns can build mageguilds, but the points or levels or whatever give you the option to add a spell of your choice to a level of your mage guild. There'd have to be all sorts of restrictions though. Otherwise everyone would be picking the game-breaking spells (tp, dd, resurrection, etc)
Cool idea though. It needs more suggestions though.
Btw...welcome to the den Blackie!
Call me simple-minded, but I would like to see more offensive spells, elimination of silliness like Eagle Eye, and cutting down on defensive and buff spells that all basically do the same thing --- stoneskin, bless, protection from nothing, etc etc etc.
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by C_h_u_c_k_l_e_s:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Dog_in_Black:
Something to consider - A point buying system. I'm trying to think of a way to make it simple, but give some roleplay ability to customize heroes more.
You get a certain number of spells at first level, and based on your heroe's class you learn other spells automatically, but you also get points to buy spells at various map and town locations. Want to save up to use Armageddon? Well, you need 100 points to purchase that and should have that at 5th level (provided you have the fire magic skill).
The idea needs fleshed out obviously, but it's based on a desire to have more flexibility by hero in what spells they learn. <HR></BLOCKQUOTE>
Interesting. Very D&D-like for sure. And unfortunately for a game like heroes...to complicated. Find a way to simplify it...and I'm game. What about using it kinda like the tower's library. All the towns can build mageguilds, but the points or levels or whatever give you the option to add a spell of your choice to a level of your mage guild. There'd have to be all sorts of restrictions though. Otherwise everyone would be picking the game-breaking spells (tp, dd, resurrection, etc)
Cool idea though. It needs more suggestions though.
Btw...welcome to the den Blackie! <HR></BLOCKQUOTE>
Thank you and Hiya Sir!
Yep, maybe I've been playing too much D&D lately.
I agree it could get complicated (which no one wants) but hopefully something like it could get implemented.
I think if you just picked a new spell or two when you went up a level that wouldn't take too long. And if you had a chance to learn more (a structure similar to a university as you mentioned above, but for spells) based on your level -and expertise in a certain magic school)
Hmm, anyway, it's worth pondering more. This and the skill system will be the subject of many, many discussions I'm certain.
I think must be skills that give abilities to cast High level spells of this school, must be scomdary reuirments, but they a common skills, not branches of that magic scill as in Heroes 4.
Example: have some aditional magic skills:
blessing (1-st levl= less cost, 2-nd levl= stronger effect,3-rd levl= masseffect, singl spell reamainat spellbook)
curses (the same effects)
Damage (10, 20, 30% I think is good enough, may be some high spells can adittional effects as stun or distupting ray)
Area (less cost, 1 hex higer effect, 2 hex higere effect, old versionof spells is remain)
Healing/summoning (less cost, stronger effect, Strongest effect and blessings/cure)
And for example life magic recuirments (I think that 3 levl gradation will be enough) Lvl 1 -none Lvl2 - blesses lvl1 Healing lvl2 lvl3 blesses lvl3 Healing lvl3
Death None, damage lvl1 curses lvl2, damage and curses lvl 3
Chaos= area+damage
Natura= Area + Blesses (Some spels like quiqcksand is good but NO lesser summons)
Order=Blesses +Curses
Or
Air= Blesses + Damage
Water= Healing + Blesses
Fire= Damage + Area
Earth= Healing + Curses
That is wery raw idea sorry i don't think too long on it...
This brings to mind how useless some spells were in H3 such as Hypnotise and Forgetfullness. I also remember Dimension Door and Town Gate being the must have spells in H3. Then in H4 they made the Hypnotise and Forgetfulness spells way to powerful. Town Gate became more restrictive and Dimension Door disappeared. I will admit that I like the spell system in H4 better as it gears towards the heroe type whereas in H3 any old bloke could have anything. I'm sure the wonderful wizard designers will come up with a more balanced blend of the two![]()
Yet another idea is to make some potentially imbalancing spells cost you ressources. Lets say for casting dimension door or rescurrection a magican needs to sacrifice a crystal or gem. That would limit overuse of certain spells.
In regards of magic schools/secondary skills, as I said elsewhere, H4 style is more interesting than H3.
Why am i forced to have an "U" as a screen name? I'd like to sue someone.