I've gotta say, the "rip up spell books for scrolls" idea has some real appeal, although it should only apply to dungeon books. Kelek's (not to mention Wrath!) is sufficiently rare that it would only give O(1) extra set of Banishment scrolls in an average game. That's not unbalancing. And with the various Healing potions so rare, a few *Heal* scrolls wouldn't be unbalancing either.
merging mage and priest books
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I mentioned this because I heard about a D&D campaign where it was used. More technically, they made a big deal about inscribing spells into spellbooks, but allowed a mage to cast a spell directly from the spellbook even when otherwise out of spells for the day, at a cost of losing the spell from the spellbook. I have no idea whether or when this might have been official dogma.Comment
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Dungeon books are enough to solve the problem, and they are already a special case, so maybe that is an OK approach.
I mentioned this because I heard about a D&D campaign where it was used. More technically, they made a big deal about inscribing spells into spellbooks, but allowed a mage to cast a spell directly from the spellbook even when otherwise out of spells for the day, at a cost of losing the spell from the spellbook. I have no idea whether or when this might have been official dogma.
CC"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I think before this gets attempted that someone should go through the priest spell set and clean that up. There does not need to be 6 different bless spells that just have different durations and some spells are duplicated. I would like to see more differences between the schools rather than merging them but I agree that it is annoying to find a deep prayer book when you are desparate for a deep mage book. Perhaps you can keep the first 4 books separate but merge the dungeon books?
This way, not all CL50 mages are identical. Some have specialised in attack, some defence, some detection, and others have tried to be generalists. Some have held off making early life hard, with the reward of getting a full kit of really kick-arse spells later on - while others have taken spells at the first opportunity, with the penalty of not being able to learn the truely god-inspired magic of the deepest, rarest and most powerful books.
This has another benefit: it can help both the n00bs by giving them quick access to watered-down spells, AND it can give the more experienced players a way of letting their pure spell casters actually BE pure spell casters - by sneaking around, using their weak magic intelligently, bypassing the opportunity to learn introductory or mediocre spells so that they can lean reality-twisting, irresistable forces from beyond the known universe.
Of course it is annoying finding some holy tome when you are after nefarious necromantic works. But have you played Grand Theft Auto? Never a motorbike when you want one, and you end up wandering all over town to find one. When you do, you work out you didn't need it anyway because you can do the same thing in a totally different way with a bus. Adapt the tactics and strategy to suit the situation.👍 1Comment
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I've said this before: what is needed is for pure spell casters to have far more spells available to them, then what they can learn.
This way, not all CL50 mages are identical. Some have specialised in attack, some defence, some detection, and others have tried to be generalists.
This has another benefit: it can help both the n00bs by giving them quick access to watered-down spells, AND it can give the more experienced players a way of letting their pure spell casters actually BE pure spell casters - by sneaking around, using their weak magic intelligently, bypassing the opportunity to learn introductory or mediocre spells so that they can lean reality-twisting, irresistable forces from beyond the known universe.Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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This way, not all CL50 mages are identical. Some have specialised in attack, some defence, some detection, and others have tried to be generalists. Some have held off making early life hard, with the reward of getting a full kit of really kick-arse spells later on - while others have taken spells at the first opportunity, with the penalty of not being able to learn the truely god-inspired magic of the deepest, rarest and most powerful books.
I have this issue with specialties in FAangband - everyone gets to take three (supposedly to individualise characters), but if a couple of them are no-brainers, that's the end of individuality.
Another option is to accept that all mages will end up knowing all the spells, but structure the learnable spells at each level so that until high character level there are always more spells available than the player can learn. That way there are multiple paths through (cure poison, teleport, or frost bolt? Hmmm).One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Does Angband really even need spellbooks in the first place? Why not just have characters cast spells from pseudo-spellbooks, books which characters are just assumed to have, but aren't listed in their inventory. All the town spellbooks could be automatically listed in the system, and the dungeon books could use the old way or split amongst the different users (why should priests need a spellbook to pray for a certain spell?)
From a lore standpoint, I think it would make more sense to do away with spellbooks, considering spellbooks are really an AD&D magic system, though even more tolkien-purist variants still use them like they're gospel.Comment
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Does Angband really even need spellbooks in the first place? Why not just have characters cast spells from pseudo-spellbooks, books which characters are just assumed to have, but aren't listed in their inventory. All the town spellbooks could be automatically listed in the system, and the dungeon books could use the old way or split amongst the different users (why should priests need a spellbook to pray for a certain spell?)
From a lore standpoint, I think it would make more sense to do away with spellbooks, considering spellbooks are really an AD&D magic system, though even more tolkien-purist variants still use them like they're gospel.
Another solution - simply giving casters fewer inventory slots to compensate, doesn't feel right either. Angband, in my opinion, is largely a game about finding stuff. [A simple premise, but a wildly successful one.] Letting spellcasters gain spells as they gain levels would move away from that paradigm, and I think that would be a bad move.
There's the old adage that Angband can be summed up as follows:
1. Go to General Store
2. Buy a Lantern
3. Kill Morgoth
I think it would be more accurate (although less fun) to say:
1. Dive
2. Find shit
3. Kill Morgoth
One could argue that 2 is a by-product of 1, but progress in Angband is essentially about collection. Eliminating spellbooks moves it in the direction of making it essentially about gaining xp, which in my view, would be sort of boring. I can't think of any game (at all) where grinding for xp is fun.Last edited by Donald Jonker; March 22, 2009, 22:23.Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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Another suggestion.
If a mage's (only mage!) level is twice the spell level, he can cast that spell without book. That eliminates the need to carry (destructible!) low-level spellbooks.If you can convincingly pretend you're crazy, you probably are.Comment
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Spells are distributed by level, so the grinding part wouldn't change. The dungeon books may be more item-centric, but the first four books you're generally getting from town. How is saving up 1000 gold for your 4th spellbook any different fun-wise than saving up such and such XP to get your next spell?
Experience is collected just like items are, but it doesn't take up a slot. Besides, it's not that grinding for xp isn't fun, it's grinding in general. Grinding for xp and grinding for items aren't really so different to my mind. Luckily in RLs, you get to a point where you can stop and win, whereas with MMO's grinding is mostly the point.Comment
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Spells are distributed by level, so the grinding part wouldn't change. The dungeon books may be more item-centric, but the first four books you're generally getting from town. How is saving up 1000 gold for your 4th spellbook any different fun-wise than saving up such and such XP to get your next spell?
Experience is collected just like items are, but it doesn't take up a slot. Besides, it's not that grinding for xp isn't fun, it's grinding in general. Grinding for xp and grinding for items aren't really so different to my mind.
Then again, it's probably the case that you can dive for xp as well.. I've never paid much attention to it. An illustrative case is comparing variants where statgain is accomplished by potions vs. those where you select stats to upgrade when leveling up. I find the former type of statgain much more gratifying - the carrot being that much more palpable. I'll concede that it's an issue of "feel," but attaching upgrades to level-up seems sort of artificial. You'll leap for joy when you find Mordy's Escapes; you'll give at most a brief smile when you hit level 35 (or whatever) and can now cast *telLevel.Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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