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Castle Paradox
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Fri Jan 21, 2005 11:57 am Post subject: |
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I am also intrigued by the idea of spells getting weaker over time. However, I can imagine balancing problems with making MP and 'magic base attack' the same stat. It's still a great idea, and with chaining in the OHR very easy to implement even having them as separate statistics. One question to consider: Should the magic base attack stat be restored after a battle, even though MP is not, perhaps?
I liked the DW healing system, where curative items were cheap and only helpful in battle for the first bit of the game. On the other hand, dead meant DEAD. It was very hard to revive characters in the DW games. I liked the idea of a reviving spell that did not always work, so that it was a risk to use, especially in battle. It was very expensive as well. The only reviving item was specially made such that you could only have one of it at a time. Otherwise, reviving was an EXPENSIVE endeavor that could only be undertaken in towns. It was challenging. However, I am glad that eventually you gained the ability to revive people reliably in battle, very late and very expensive MP-wise, but not so much that it wasn't worth it. Yeah, I liked those games a lot. |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Sat Jan 22, 2005 6:25 am Post subject: |
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The two solutions I use are:
1) Make healing unnecessary (heal automatically after battles)
2) Make healing spells/items very expensive instead of cheap.
The problem isn't really how HP is recovered, but how easy it is to recover it. You either need to remove the problem entirely, or make the player THINK before healing. |
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