Magic.
Moderator: Gamemasters
- Kevin Lightdot
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I simply don't like the idea of every char being able to use magic, there should be some minimum, lower it to 25 maybe, but I don't really think it'd be very nice to have every char possible at using magic, no matter how bad.
I'd very much like to explain why a little further, but sadly, I've gotta run.
Remember:
Appetitus rationi pareat
Let your desires be rules by reason.
Though we all want many things, and noone can be completely unselfish, try to keep it within possible bounds, dont just keep pushing things till you get it.
Very basic magic, I still think should be possible around a magic total somewhere around 25, not too all, but also not only be of use to those with skill above 38.
I'd very much like to explain why a little further, but sadly, I've gotta run.
Remember:
Appetitus rationi pareat
Let your desires be rules by reason.
Though we all want many things, and noone can be completely unselfish, try to keep it within possible bounds, dont just keep pushing things till you get it.
Very basic magic, I still think should be possible around a magic total somewhere around 25, not too all, but also not only be of use to those with skill above 38.
- Samantha Meryadeles
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it doesnt need much intelligence for using a blade. it uses strength and physical skills. a mage has those not, thats why my mages would never use a sword. simplybecause he couldnt even lift it right. thats roleplay.
in my eyes everyone who plays a warrior whose intelligence is three but roleplays him like intelligence of 10 or above is cheating and abusing the technical side of game. that is simply bad roleplay.
Kl'urk has the intelligence of a jelly bean, and i play him exactly like that.
and every mage with strength 5 or constitution 5 and lower and swinging a blade around is doing bad roleplay in my eyes too. he wouldnt be able to lift a sword much, and he couldnt swing it for a few minutes before being out of breath and completly tired.
in my eyes everyone who plays a warrior whose intelligence is three but roleplays him like intelligence of 10 or above is cheating and abusing the technical side of game. that is simply bad roleplay.
Kl'urk has the intelligence of a jelly bean, and i play him exactly like that.
and every mage with strength 5 or constitution 5 and lower and swinging a blade around is doing bad roleplay in my eyes too. he wouldnt be able to lift a sword much, and he couldnt swing it for a few minutes before being out of breath and completly tired.
- Kevin Lightdot
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- Cassandra Fjurin
- Posts: 2248
- Joined: Sat Jun 05, 2004 3:25 pm
I my eyes for the higher spells this is to weak. I think a really master mage should pwn 4 warriors if the can't reach him in close combat. I think som spells should be strong enough to beat out more than one char. But... this spells should technically be very hard to cast, cost much time to cast. And need much mana which aren't can be refilled with a potion. So a mage can only cast one or two of these mega spells a day. And should think in using of it. I think also master mages should be really really powerful in magic, but if this mage is in close combat he has no chance anymore. But i also think a great fighter, who is specialiced in fighting should also be able to beat out another one with two or three critical hits. Master mage should be really strong but this are only theese who are specialized in magic, and no magic-melee fighters.Kevin Lightdot wrote:It's only obvious that a mage can't win everything, but I don't think it's that balanced, as two fireballs from Samantha could very likely wipe most chars out, no? Or at least, she damaged Kev over halfway when she struck him with a fireball, he had no resistance yet though.
I liked magic in the days when you could go to the library and learn the runes. Though, maybe not the way it was learned. Then anyone could get magic and anyone could be a fighter. Like most games. And people seemed to like it enough. Then the players lost magic for a while until it came back, maybe a year ago? Since then, the players that got magic have made arguments about why it should be kept to a few people and they spoke of n00bs who apparently will never be able to get reach the current mage's roleplaying excellency. A newb with magic can shoot a fireball as newb with fighting might attack with a sword, will either hurt some one? No. Do you report them for random attacks and horrible roleplay? Yes. If you don't like the idea of every player being able to be a mage you most likely play one or have a character being taught magic now.
I was pked by a noob two days ago. He'd just logged in.Lrmy wrote:I liked magic in the days when you could go to the library and learn the runes. Though, maybe not the way it was learned. Then anyone could get magic and anyone could be a fighter. Like most games. And people seemed to like it enough. Then the players lost magic for a while until it came back, maybe a year ago? Since then, the players that got magic have made arguments about why it should be kept to a few people and they spoke of n00bs who apparently will never be able to get reach the current mage's roleplaying excellency. A newb with magic can shoot a fireball as newb with fighting might attack with a sword, will either hurt some one? No. Do you report them for random attacks and horrible roleplay? Yes. If you don't like the idea of every player being able to be a mage you most likely play one or have a character being taught magic now.
- Djironnyma
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You should think about mages lesser as fighting machines. They arent only Killspellcaster. a real mage will use his spells very rare to attack someone, sad that at the moment the most spells are attackspells more or less.
there should more altenativ spells only a few ideas are:
-cast a camp (fireplace sitting logs, maybe by a strong mage with a palside-wall) for one day
-summond one a few stepps long bridge
-send a magical message to a other char
-manipulate the weather
-make the caster invisible for a short time
-let the caster understand and speak a other language like his motherlanguage vor a few hours
-lower the quality of a item... let rot it
-give the caster a very loud vocie... he can scream over a bigger distance
-find a person, he become a message if the person he search for is in north, northwest, west.... of him
-kill nature, turn a few stepps gras or wood ground into dirt
...
i think the list can be make very long, what i mean is that mages should be more as "fighters witch fight with magic ant not with swords"
to the element thing, dont like it at all, like silas sayed it does not fit with the IG situation how magic works.... and also doesnt fit with illarions backroundstory, we only have 5 elements, the 5 older gods....
there should more altenativ spells only a few ideas are:
-cast a camp (fireplace sitting logs, maybe by a strong mage with a palside-wall) for one day
-summond one a few stepps long bridge
-send a magical message to a other char
-manipulate the weather
-make the caster invisible for a short time
-let the caster understand and speak a other language like his motherlanguage vor a few hours
-lower the quality of a item... let rot it
-give the caster a very loud vocie... he can scream over a bigger distance
-find a person, he become a message if the person he search for is in north, northwest, west.... of him
-kill nature, turn a few stepps gras or wood ground into dirt
...
i think the list can be make very long, what i mean is that mages should be more as "fighters witch fight with magic ant not with swords"
to the element thing, dont like it at all, like silas sayed it does not fit with the IG situation how magic works.... and also doesnt fit with illarions backroundstory, we only have 5 elements, the 5 older gods....
- Kevin Lightdot
- Posts: 2849
- Joined: Sun Oct 16, 2005 8:17 pm
- Location: Green again
Cassandra Fjurin wrote:I my eyes for the higher spells this is to weak. I think a really master mage should pwn 4 warriors if the can't reach him in close combat. I think som spells should be strong enough to beat out more than one char. But... this spells should technically be very hard to cast, cost much time to cast. And need much mana which aren't can be refilled with a potion. So a mage can only cast one or two of these mega spells a day. And should think in using of it. I think also master mages should be really really powerful in magic, but if this mage is in close combat he has no chance anymore. But i also think a great fighter, who is specialiced in fighting should also be able to beat out another one with two or three critical hits. Master mage should be really strong but this are only theese who are specialized in magic, and no magic-melee fighters.Kevin Lightdot wrote:It's only obvious that a mage can't win everything, but I don't think it's that balanced, as two fireballs from Samantha could very likely wipe most chars out, no? Or at least, she damaged Kev over halfway when she struck him with a fireball, he had no resistance yet though.
Uh, I never said there should be any balance.

I would agree with you, but I doubt that'd ever happen, to many players of fighter chars would complain, as last time.
Pretty sure you know what I mean.
- Gabon Corad
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i know its a little off topic but i agree that a mage should be able to woop on some warriors ho charge right at them but the problem i see if the mage can see 360 degrees around themselves so its impossible to sneek up on them because before you can type a #me sneeks up on bla bla bla your dead from the uber mages fire ballKevin Lightdot wrote:Cassandra Fjurin wrote:I my eyes for the higher spells this is to weak. I think a really master mage should pwn 4 warriors if the can't reach him in close combat. I think som spells should be strong enough to beat out more than one char. But... this spells should technically be very hard to cast, cost much time to cast. And need much mana which aren't can be refilled with a potion. So a mage can only cast one or two of these mega spells a day. And should think in using of it. I think also master mages should be really really powerful in magic, but if this mage is in close combat he has no chance anymore. But i also think a great fighter, who is specialiced in fighting should also be able to beat out another one with two or three critical hits. Master mage should be really strong but this are only theese who are specialized in magic, and no magic-melee fighters.Kevin Lightdot wrote:It's only obvious that a mage can't win everything, but I don't think it's that balanced, as two fireballs from Samantha could very likely wipe most chars out, no? Or at least, she damaged Kev over halfway when she struck him with a fireball, he had no resistance yet though.
Uh, I never said there should be any balance.![]()
I would agree with you, but I doubt that'd ever happen, to many players of fighter chars would complain, as last time.
Pretty sure you know what I mean.
Now do it following a logical thought pattern.
The objection people have to your system Alex is not the way you do it, but the fact it requires SELECTION of ELEMENTS.
As people keep pointing out. This style of magic does not fit in with Illa's backstory, how it is now, or how a lot of people want it to be.
If and when people want to specialise they can do so through RP. For instance Nalzaxx was a Necromancer, Athian is Fire and Lightning. However it still leaves the option for those who want to be a traditional high fantasy mage to be one, such as Silas and Samantha.
We want to be able to play mages who have a command over magic. Not HAVE to play Water Mages or Light Magic mages or whatever. If someone wants to go down the specialisation path they will choose to through roleplay. It is unfair to advocate a system that forces people down certain routes.
The objection people have to your system Alex is not the way you do it, but the fact it requires SELECTION of ELEMENTS.
As people keep pointing out. This style of magic does not fit in with Illa's backstory, how it is now, or how a lot of people want it to be.
If and when people want to specialise they can do so through RP. For instance Nalzaxx was a Necromancer, Athian is Fire and Lightning. However it still leaves the option for those who want to be a traditional high fantasy mage to be one, such as Silas and Samantha.
We want to be able to play mages who have a command over magic. Not HAVE to play Water Mages or Light Magic mages or whatever. If someone wants to go down the specialisation path they will choose to through roleplay. It is unfair to advocate a system that forces people down certain routes.
- Samantha Meryadeles
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I already said you could choose to have no element, and just use them all.
But it goes like this.
5=best 1=worst
Someone who uses fire will have 5 fire and 1 water, someone who uses all 5 will have 3 fire and 3 water and 3 everything else. This means that they can use all aspects and still be powerful, but the extremists who go for one element are strongest in that one, but weakest in the opposite. Speaking fairly, someone who takes all aspect shouldn't be able to use them as well as a specialist, but can still USE THEM WELL. Therefore they wouldn't NEED to specialise, it'd just make that PARTICULAR skill more powerful if they DID.
But it goes like this.
5=best 1=worst
Someone who uses fire will have 5 fire and 1 water, someone who uses all 5 will have 3 fire and 3 water and 3 everything else. This means that they can use all aspects and still be powerful, but the extremists who go for one element are strongest in that one, but weakest in the opposite. Speaking fairly, someone who takes all aspect shouldn't be able to use them as well as a specialist, but can still USE THEM WELL. Therefore they wouldn't NEED to specialise, it'd just make that PARTICULAR skill more powerful if they DID.
- Mr. Cromwell
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- Skaalib Drurr
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Mr. Cromwell wrote:I'm with Alex here, strangely enough. I think it's nice to give the people chance to specialise if they want to. There's no logical reason why if someone wants to specialise in fire, he/she would be just as powerful as the mage-of-all-trades.
i disagree. you say people can specialize if the WANT to, they can do that already in a free system by choice. without having to deal with a an overcomplicated system mind you.
And that means what? everyone has to conform to FF? ever thing FF might have far more dev's then illar? Tell you what, if you design and script maybe a dozen spells for every element, balance them, rescript summon monsters, and debug every flaw in this system, then present to the Staff, you might have a chance. maybe..
Most? Hardly.AlexRose wrote:And yet it's used in most professional rpgs, such as Final Fantasy even today.
Just look at D&D and you will see a free system that works really really well.
As Athian quite aptly puts, Illa is not FF, nor does it share the same japanese theme fantasy style. Illa is western high fantasy, and magic should reflect this.
- Djironnyma
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- Estralis Seborian
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- Samantha Meryadeles
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- Skaalib Drurr
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