This is a feature i'm adding into my version and was wondering what others thought about it. There has been much discussion about mage's being mostly warriors who can cast spells while spells that do damage are not very useful at high levels. I would like to add a magic power feature to the system. Here is how it would work. All damage would be multiplied by the magic power multiplier. A "normal" character would have a magic power multiplier of 1.0. This would be class, level, race, and equipment dependent. This allows a mage to cast a better spell than an equivalent level ranger or other spell casting class.
Class Multiplier LVL bonus
Mage 1.0 .05
Rogue .8 .04
Ranger .7 .03
Every 5 levels the LVL bonus would be added to the class multiplier so that at level 50, the mage would have a class multiplier of 1.5.
Race Multiplier - Human 1.0
Dunaden 1.1
High Elf 1.15
Half-Orc 0.75
I just made up the numbers for the example, they would have to be balanced.
Equipment Bonus
Certain equipment could provide a bonus of either ego or non-ego values. A robe of Spellcasting[0, +5] (+5) could provide a 1.05 multiplier and they would be additive also allowing for penalties as well, so that Gloves of Accuracy might actually have a penalty to the equipment bonus. The ego values would be [Empower] which would be (+50) or x1.5 and [Maximize] which forces the RNG to not roll, but assume max values for all spells. There could be other ego values such as [Mana-Half] which would reduce mana usage by half, perhaps having this be an activated "spell" that could be used once per 500 turns, [Maximize] too.
Adding it all up
The final damage caused by a spell would then be calculated by the following:
damage rolled(spell based) * Race Bonus * Class Bonus * Equipment Bonus
This could add up quite nicely IF proper penalties for shooting or fighting were added to compensate. Maybe as a mage you couldn't wield any weapon that weighed more than 5.0 regardless of STR without getting a -10 ToHit per 1.0 above 5.0.
Take the following example of a Firebolt for a level 50 dunaden mage with a [Maximize] ego item:
6+(pLev-5)/5 d8 ==> 6+9 ....15d8 MAX 120
Roll 120 damage.
120 * 1.1 * 1.5 = 198 damage
Thoughts?
Brian
Class Multiplier LVL bonus
Mage 1.0 .05
Rogue .8 .04
Ranger .7 .03
Every 5 levels the LVL bonus would be added to the class multiplier so that at level 50, the mage would have a class multiplier of 1.5.
Race Multiplier - Human 1.0
Dunaden 1.1
High Elf 1.15
Half-Orc 0.75
I just made up the numbers for the example, they would have to be balanced.
Equipment Bonus
Certain equipment could provide a bonus of either ego or non-ego values. A robe of Spellcasting[0, +5] (+5) could provide a 1.05 multiplier and they would be additive also allowing for penalties as well, so that Gloves of Accuracy might actually have a penalty to the equipment bonus. The ego values would be [Empower] which would be (+50) or x1.5 and [Maximize] which forces the RNG to not roll, but assume max values for all spells. There could be other ego values such as [Mana-Half] which would reduce mana usage by half, perhaps having this be an activated "spell" that could be used once per 500 turns, [Maximize] too.
Adding it all up
The final damage caused by a spell would then be calculated by the following:
damage rolled(spell based) * Race Bonus * Class Bonus * Equipment Bonus
This could add up quite nicely IF proper penalties for shooting or fighting were added to compensate. Maybe as a mage you couldn't wield any weapon that weighed more than 5.0 regardless of STR without getting a -10 ToHit per 1.0 above 5.0.
Take the following example of a Firebolt for a level 50 dunaden mage with a [Maximize] ego item:
6+(pLev-5)/5 d8 ==> 6+9 ....15d8 MAX 120
Roll 120 damage.
120 * 1.1 * 1.5 = 198 damage
Thoughts?
Brian
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