Wouldn't regents just be like talismands?

Perhapse if one doesn't have the regent the spell
should be only be 1/2 or 1/3rd as powerfull then with
the regent (for spells that 'need' regents)?

--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> 
>   My personal thoughts:
> 
>   doing this should be based on gameplay, not
> sorcery vs witchcraft or any of 
> that type of things.
> 
> I'm a little reluctant to do it food based - for
> some characters, it is enough a 
> pain just to find enough food on some maps, if I now
> have to worry that I'm 
> eating the right type of food, that just adds a lot
> of hassle.
> 
>   However, having continued consumption of some food
> times giving bonuses seems 
> reasonable.  At the same time, if a character stops
> eating those foods, those 
> bonuses should go away.  This could perhaps be done
> by very long lived forces - 
> eating the corresponding food creates the force, and
> each time you eat it, the 
> duration of the force is increased (to some
> maximum).
> 
>   But to me, that is seperate from the reagants.
> 
>   Doing reagants probably wouldn't be hard.  But if
> done, I think the following 
> should be considered:
> 
> 1) Prepared reagants for most (all?) spells shoud be
> available in shops.  That 
> said, you may not get reagants for destruction in
> scorn, but in brest perhaps. 
> It shouldn't be a requirement that I be an alchemist
> as a spell caster.  That 
> said, a caster could make them if he wanted to (and
> save money).
> 
> (following from economics, if there is demand,
> people would make it).
> 
> 2) PRices for reagants, especially for high level
> spells, could be quite costly. 
>   1000 pp to cast comet?
> 
> 3) Reagants should be quite light, so that you can
> carry a bunch of them without 
> much effect on weight (or perhaps give players a
> reagant pouch that reduces 
> weight quite a bit).
> 
> 4) Not all spells should necessarily require
> reagants.  Most lower level spells 
> perhaps shouldn't, with more requirement for higher
> level spells.
> 
> 5) Use of reagants should be similar to arrows, eg,
> happens automatically. 
> Player shouldn't have to be fumbling through their
> inventory for them.
> 
> 6) Could perhaps be interesting to have alternate
> reagants for spells with 
> different effects (less or more powerful, etc).
> 
> 
> 
>   The basic gist of this is don't want to make it
> such a pain to play 
> spellcasters that no one does so.  If I can only
> carry 50 reagants and have to 
> keep popping back to town, what fun is that? 
> Likewise, if I have to be hunting 
> through the forest looking for some herb for a
> spell, I'd not consider that 
> especially fun either.
> 
> That said, pricey reagants could certainly make
> using some spells less appealing.
> 
> 
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