Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.
Thats the reason why playing a mage is fun even nowThe focus of magician should be as much on role play as actual in game powers, being a magician gives a character so many ways to role play and often problem solve that do not exist to the average character.
That sounds a lot like the old magic skill system if you dont count the rune room, which some mages actually didnt use.Pendar wrote: @Annabeth:
I partially agree, I think initial runes should be very easy to get. After that the choice should exist between a very expensive route or teaching route. One place I played had a teaching system, where the teacher actually gave up their skill gain to increase the students. There was a limit on how many students and how often etc It did however create a route for people to forge a real teacher student relationship.
I agree. I feel there should be both teachers that are capable of teaching all runes, and npcs that for a more expensive route can teach all the same runes without exceptions on eithers capabilities.GolfLima wrote:keep in mind:
1 ) teachers have an big influence on the way a mage is played by a char
2 ) may be some players cant play // or not willing to play a mage in such a way the teachers are dictate
3 ) what should i do when i did not find a teacher? --> quit?
4 ) teachers can prohibit that a student finished his education AND becomes also a teacher
At the time you started playing the game, teachers were pretty much just tossing runes at people compared to how difficult it was to get a teacher a while before that. The thing that's trying to be avoided now I think is the whole elitist, abusive, only teaching friends and ooc friends, kind of behavior that some teachers had. That's why some people want to just get rid of players being able to teach magic, as many people had to wait 2+ years to get a teacher, which hardly made it worth any of the history or RP you go through when learning it.Evie wrote:My thoughts..
The Rp revolving around learning magic I have to say is one of the things that hooked me to this game. The theory and history were a vital part and helped to develop my character and give her depth. It was frustrating at first finding a teacher, but highly rewarding once I did find one.
Since we haven't decided how the learning will look like, we can say nothing about this, obviosuly.Annabeth wrote:I might have missed it. But here goes: Have there been made any decision what will happen to those who were mages and master mages before the VBU? Will the teachers still be teachers (or maxed runed if there wont be a teaching system, depending on what is decided) or will they have to start anew? Will the skills be transferred? I kinda hate the idea of a previous master mage suddenly being 0 skill 0 runes.
Feeling really stupid right now, but I have no idea what you are talking about. Can anyone translate this into Illarion-ese?Lord Arcia wrote:Power word kill and FOD are two spells that pretty much sum up the power of mages. Raw damage, anyways.
Power word kill cannot be used against powerful enemies, including powerful warriors. Unless they are severely weakened. If they aren't weakend first, the mage just wasted a large amount of power in casting a spell that does "poof". Absolutely nothing.
One warrior has a pretty good chance to resist potential powerword kill. At an average of 4 hit points per level for 17 levels gives 72 hit points. Plus his constitution modifier of +3 (average) gives 51. Maximum of 123 hit points. Powerword kill doesn't do crap.
How about FOD?
FOD. If the warrior fails a Fort save, he takes 3d6 damage +1 damage per caster level...That pretty limits you to a maximum of a whopping 38 damage. Oh noes! Unless it is a heightened spell. Which means if I am not mistaken can make the spell damage up to 43. That's not even enough to make it a Fort save vs. massive damage.
Let us postulate that the average human can run 40 yards (43 meters, roughly) in about 6 seconds. 90 feet (30 meters, roughly) is going to be pretty much the maximum range for either of these spells. So in six seconds the average person can run 120 feet in six seconds. That gives this average person 30 feet of wiggle room to play with. And how long is this 30 feet in time? About 1.5 seconds of play time with this person casting a spell. From start to finish. I wonder how much playing a person can do with a sword in 1.5 seconds. How much time with a dagger?
I sure hope there isn't two warriors together.
Mages in aren't any more OP than warriors, even with those spells. They have their uses, just like anything else. And why should the GMs of illa favor one class with code over another? That only makes people who want to play warriors feel like crap and they roll up a mage. Who wants to play a game filled with mages and no challenge anyways?
We both know the better option is a widen/quickened web/slick spell at the warriors and then power word blind.