|
Post by Dionon on Feb 23, 2009 18:57:28 GMT -5
Well.... put that way, it's not too bad... Still woefully crap though... Yay, I can't do more than 6 damage to you... That's good right Cyclops? Warbird? Blue Lightning?
|
|
|
Post by malice on Feb 23, 2009 19:17:21 GMT -5
Lol, you wouldn't laugh so hard if you had to take that damage for the next 10 to 15 THOUSAND Panels.
You COULD just get Magical Defense 6 though... then you could laugh all you like.
|
|
|
Post by Dionon on Feb 23, 2009 19:20:36 GMT -5
True.... maybe Magic isn't as broken as we all thought? We just need to FULLY define it.
|
|
|
Post by Dullahan on Feb 23, 2009 20:11:02 GMT -5
You mean.... I actually made sense? Yayyy! Anyway, your right about that. Now, how to do it.
|
|
|
Post by WildKnight on Feb 23, 2009 20:20:24 GMT -5
For the record, Nightmares thoughts strongly mirror my own on the subject.
|
|
|
Post by malice on Feb 23, 2009 20:53:12 GMT -5
True.... maybe Magic isn't as broken as we all thought? We just need to FULLY define it. Yes and no. I think it needs re-written but not with the intent to re-define. The point of re-writing it would be to make it easier to understand, and more pointed when it needs to be. I NEVER thought magic was overpowered, it DOES go outside the box for a lot of things though, which I like. Outside the box frequently makes something feel overpowered, but then you step out of the box too and take minor precautions (like spending 4 stones) and you find yourself thinking it's not so tough. I liken MURPG magic to Psionics in D&D 3.5, the problem is not with its power but with the choice to make it so different than everything else it gains that much power. (Who the F*** has power resistance? Who the F*** has Magical Defense?) My example of the duration is a good example of how magic catches people off guard. Most powers have a duration of no more than one panel (Instant in D&D) and the ones that have a longer duration usually are over by the time combat is. I would like to keep that difference in MURPG 2.0, with similar limits on power (I actually would really like that limit of 6 if it weren't so easy to completely immunize a character against it), and a much more comprehensive description. The power IS supposed to be flexible though, and it IS supposed to allow players nearly-unlimited options.
|
|
|
Post by Dionon on Feb 23, 2009 21:15:29 GMT -5
I didn't say Re-Define it... I said Define it... we need to make sure misunderstandings like the ones we had can't come up because of good explainations.
|
|
|
Post by Dullahan on Feb 24, 2009 23:44:31 GMT -5
Sorcery can do so much more than Mastery.... Mastery does 4 things... Blast, Barrier, Sleep and Divination... Sorcery is a Mastery of Reality... I'll take number 2 if I'm a power gamer.... Not true, Mastery of Magic can do much more than that.
|
|
|
Post by Dionon on Feb 24, 2009 23:51:10 GMT -5
I'm kinda past that part of the debate... All I want now is a set of clear definitions of what they are all capable of instead of the semi cryptic definitions we have now.
|
|
|
Post by Dullahan on Feb 24, 2009 23:58:21 GMT -5
I know, I just thought I'd mention it. I would offer up my definitions, but honestly, I'm to tired. Tomorrow, I'll see what I can drum up.
|
|
|
Post by Dionon on Feb 25, 2009 0:13:13 GMT -5
lol Sounds good
|
|
|
Post by Neros on Feb 25, 2009 9:45:45 GMT -5
Well, I agree that they all has to be better defined but I also think that they then should be priced accordingly to what they can do.. So far, Master of Magic has a good amount of limitation on it, and you arent able to use it to so much (atleast not during combat since it takes a panel to work).. But that might be alright.. Since you can create some rather annoying damage effects which lasts for a long time, and the only thing that works against it is Magical Defense (or someone with Mastery of Magic).. However, what about defense (barriers)? These would also take a panel to prepare..
|
|
|
Post by Dionon on Feb 25, 2009 9:52:46 GMT -5
Personally... I think we should remove the 1 panel prep time.... It's an honestly clunky mechanic, and is SUPPOSEDLY there as a balancing factor when all the other restrictions do that quite nicely....
|
|
|
Post by Neros on Feb 25, 2009 10:03:18 GMT -5
Hehe.. Yea, its rather clunky and is proberbly there for balancing.. Hmm.. The other restriction might be good enough, but i think they should apply to all the branches of magic.... Which i belive they already have except for Summoning and Magical Travel * No effect above 6 * Pay for Range, Area and duration unless otherwise specified
|
|
|
Post by Dionon on Feb 25, 2009 10:06:48 GMT -5
I don't think the 6 effects anything but MoM.... And It's another restriction that I don't think should be there, but I'll leave it if it gets rid of 1 panel prep.
|
|