Banduk wrote:Should the amulet effects differ form the ring effects or be equal?
Differ, of course. That is the whole point of 7x7 shards. In the language of the shard grid (see below), rows are for amulets and columns for rings. So the glyph for a ruby ring requires the shards B1 thru B7 while the glyph for the ruby amulet requires shards A2 thru G2. Giving these two distinct combinations the very same effect would, for me, basically nullify the need for the grid. And from my opinion, collecting the "right" shards for the desired glyph effect is what makes this interesting.
Concerning the names, I'd like to propose a slightly more innovative and illustrious approach. Just stating the obvious (blue shard of sapphire) might not be adequate for our ambitions as indy game. I propose we combine "syllables" with each word fragment representing the properties of the shard. The blue shard of sapphire would be called e.g. "Hydorilyn". See example below:
In this example, the glyph for a ruby ring requires the shards Anemotan, Pyrtan, Hydortan, Choustan, Dendrontan, Nomizotan, and Hierostan (all with ...tan) while the glyph for the ruby amulet requires shards Pyrgwynt, Pyrtan, Pyrilyn, Pyrdaear, Pyrcoeden, Pyrysbryd, and Pyrdwyfol (all with Pyr...). Experts might recognise that I combined words from Welsh and Ancient Greek. We can also combine other languages, other meanings of the words such as the proposed colours and of course also used made up word fragments.
Concerning the effects, the idea behind using fight related effects - offensive but also protective, defensive effects - was to keep things simple. To have all effects centred in one script will make it easy to balance and maintain them. Spreading the effects over various aspects of the game sounds appealing but is also creating many dependencies. I am very sure we should provide crafters, mages and druids (what about priests?) with special effects in this game. But does it have to be via glyph forging? For arcane magic, it might make sense but especially other magic schools should have their own way of creating effects and not via glyphs. Like, Merung plans lots of positive effects for druids (witches, alchemists etc.) with his extension of druid magic (alchemy II). Balancing these effects against glyph effects is a work we could and should save. To support crafting is probably a good idea as glyph forgers are some sort of "craft-mages". One needs to take into account that this could result in "self-supporting" that could be detrimental to interaction; but this is a crystal ball assumption. If we can come up with 7 distinct effects that support arcane mages or crafters, I am pretty sure we could generate a reasonable counter-proposal. Generally, as written by Banduk and in the magic concept, ideas for effects are very welcome. What I warn against is to have effects that help only a minor fraction of the characters. Everyone can benefit from a protective charm that deflects damage but few will benefit from an effect that scales mana consumption during a wand attack. Such an imbalanced applicability of glyphs will result in severe offsets of shard utility. I want every shard to be useful to everyone and not some shards being useless to most but a few players.
For completeness, find below the proposed effects. I'd very happy about more proposals. Generally, we should design this feature rather than reacting on obvious demands that, in the end, just patch problems of the game we should fix instead.
• Amethysts: The next target hit loses some actionpoints (stun) but not below a certain threshold.
• Rubies: The next target is engulfed in a flame that causes instant damage
• Obsidians: Upon hitting a target, the bearer is warped to a nearby safe position to avoid counter fire. Especially useful for archers
• Sapphires: The hit target is warped away from the bearer over a small distance
• Emeralds: The affected target is slowed down for a while (snare)
• Topazes: The next target hit takes doubled damage
• Diamonds: The hit target suffers from damage over time. Each additional hit raises the duration of the effect
• Amethysts: The next attacker loses additional actionpoints by his attack. The bearer "leeches" a fraction of those actionpoints
• Rubies: Attacking the bearer fires back the dealt damage with an instant fire damage
• Obsidians: The bearer gets warped to a safe place
• Sapphires: Dealing damage to the bearer warps the attacker away
• Emeralds: Attacking the bearer locks the attacker in place for a short time (root)
• Topazes: Attacking the bearer does not damage the bearer but the attacker
• Diamonds: Attacking the bearer makes the attacker suffer from damage over time. Each additional attack increases the duration of the DoT