Looks good so far, even tho i would say mind based spells are more arcane than nature. But ok.
I agree that not every type must be available for player realms.
I see the base elements clearly as nature type. And that would be the difference to arcane realms - having the option to use the vulnerabilities of monsters to a larger degree. I think it is a good idea to keep the realms unique in some way.
Poison is death in my eyes because the motive is already damaging, while the elements in themselves are neither good nor evil.
I agree that fire and cold are elements also fitting for death theme.
For the hybrids:
battlemage = fighter + arcane (mage)
rogue = fighter + death (necromant)
ranger = fighter + nature (druid, that name is ok for me)
paladin = fighter + holy (priest)
detections:
arcane: monster (the opposite of living would rather be non-living, but thats too few from game mechanics point of view i guess)
nature: living
holy: evil
necromant: good?
unique powers:
arcane: mana attacks (unresistable) / teleport other
nature: elemental brand (ranger) / meteors
death: haste self / improved sneak / (rogue, for that reason time fits best for death)
holy: enchant armor / enchant weapon / rune of protection / holy orb
I guess healing is nature (low/medium) and holy (medium/high).
For the sake of gameplay i think banishment and mass banishment should be removed. They totally break the game mechanics. And Morgoth should be evil so that holy spells do double damage.
I wonder if detections / haste / resistance are required from all magic types because of game mechanic balance.
For the same reason i wonder if reducing the number of books from 9 to 5 is a good idea either.
I agree that not every type must be available for player realms.
I see the base elements clearly as nature type. And that would be the difference to arcane realms - having the option to use the vulnerabilities of monsters to a larger degree. I think it is a good idea to keep the realms unique in some way.
Poison is death in my eyes because the motive is already damaging, while the elements in themselves are neither good nor evil.
I agree that fire and cold are elements also fitting for death theme.
For the hybrids:
battlemage = fighter + arcane (mage)
rogue = fighter + death (necromant)
ranger = fighter + nature (druid, that name is ok for me)
paladin = fighter + holy (priest)
detections:
arcane: monster (the opposite of living would rather be non-living, but thats too few from game mechanics point of view i guess)
nature: living
holy: evil
necromant: good?
unique powers:
arcane: mana attacks (unresistable) / teleport other
nature: elemental brand (ranger) / meteors
death: haste self / improved sneak / (rogue, for that reason time fits best for death)
holy: enchant armor / enchant weapon / rune of protection / holy orb
I guess healing is nature (low/medium) and holy (medium/high).
For the sake of gameplay i think banishment and mass banishment should be removed. They totally break the game mechanics. And Morgoth should be evil so that holy spells do double damage.
I wonder if detections / haste / resistance are required from all magic types because of game mechanic balance.
For the same reason i wonder if reducing the number of books from 9 to 5 is a good idea either.
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