Re: Spirituality and Rationality - a different approach to Religion in Roguelikes



On Sep 28, 4:24 pm, Derek Ray <de...@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>
wrote:
On 2007-09-28, perdurab...@xxxxxxxxxxxxxx <perdurab...@xxxxxxxxxxxxxx> wrote:

The other thing I was thinking of doing was allowing characters to
cast effectively OOD spells, by applying DnD-esque meta-magic feats to
them, but at the cost of increased mana usage.

Complexity of interface should deter you from this. If every time I
want to cast Fire Poo, I have to mash three or four buttons to describe
exactly how I want to cast Fire Poo, rapidly I will no longer be
interested in casting Fire Poo, and I will just go back to hacking things
up with the rusty ol' sword.


The complexity of the interface won't be a problem as I'm planning on
using a Windows GUI for the VapourRL. You can choose a default mode to
apply to certain spell types, e.g. cast all attack spells with normal
damage, but cast self-healing spells at double effect. Additionally,
you should always be able to cast, with one keypress or one icon
click, a normal, non-modified spell. Another different keypress or
icon will alllow you to cast the modified version.

I hopefully will end up with an interface where every action can be
carried out by one click/keypress (or at worst, two)


Now, the other thing I would like would be that failed actions
wouldn't necessary mean a fizzle (a complete failure). If you have,
say, 20% in fireball skills, if you fail to make the 20% roll you
instead of a fizzle do mininum damage. Therefore by improving the
skill, you really do get noticably better at something.

It's kinda cool that my Barbarian with 100% fail can get minimum damage
out of a fireball, don't you think? Things like this usually end up
breaking your game at some point.

Well, said barbarian won't have access to Fire Spells in the
beginning, and even if he does find the Fire Tome he needs to learn
the spell, even a failed spell will take most of his limited (compared
to a proper caster) mana pool. So, with effort, yes, he could cause
some damage with spells, but he'd be better off doing what he's best
at with his big chopper. Or else devote a lot of time to improving his
mana pool and spellcasting skills.

Another thing I've just thought of, but might be an interesting thing
to add to the design, would be this:

if the character doesn't have enough mana to cast a spell, it could
still be cast, but the difference between the mana needed and the mana
the character has is subtracted from the character's hp. The more hp
is drained, the bigger chance of the spell malfunctioning, or fizzling
or something...


Let failure chances stay failure chances. If you want to improve
damage, higher levels of the skill itself could do more damage;
particular classes could get enhancements; carried/wielded/worn items
could provide additional enhancements.


Yeah, I would like each skill to be boostable by carried items (or
indeed, reduced by cursed items).

- Perdura

.



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