So lately, for Z+, I've been thinking about a major change in the magic system. Here's the big idea:
1. There would be more spells available. Instead of 8 spells per book, the books would have 12-11-9-8 spells; so 23/40 are in the common books.
2. Characters will have a cap on the total number of spells they can learn. So although there are 40 spells per realm, for instance, a Priest can only learn 60 spells among the two schools. So, you are forced to make choices.
3. In addition, you can spend a spell slot on "spell focus" instead, where you don't learn a new spell but instead can cast an old spell better: less mana, more power, and less failure.
4. Once you have learned a spell you can never unlearn it. You can "forget it" if you lose levels, but it will be restored when you regain the level.
5. In addition, the cost/level of learning values will be normalized. Each spell will have internal values, and these will be adjusted in an algorithmic way based on your class. This eliminates guessing about classes... and while we're on it, has pointed out a number of badly out of balance level/cost settings. (Example: Resistance True is a level 15 spell for Mages, but a level *35* spell for Rangers, while Rangers generally don't do much worse than Mages in their spell progression.)
This attempts to address many game balance issues at once:
1. Certain realm pairs overlap so much, it creates a significant disincentive. This way, if your realms overlap, you can use your spell slots on the non-overlapping spells and not suffer... or use your slots on focusing on the things you do well.
2. People have complained that spells aren't as good as missile weapons. In Z+, missile weapons are a little less nasty in the first place... but maybe now spells can compete better, when you focus them.
3. Class balance: High Mages can be allowed to learn all the spells in their one realm, while Mages can be restricted to, I'm thinking, 85%. This along with their faster learning rate and lower mana costs can balance things out better, making High Mages more attractive.
4. I have some sweet ideas for new spells but it's really hard to remove old spells.
This will be a big change, though. Anyone see any game balance issues I should be wary of?
1. There would be more spells available. Instead of 8 spells per book, the books would have 12-11-9-8 spells; so 23/40 are in the common books.
2. Characters will have a cap on the total number of spells they can learn. So although there are 40 spells per realm, for instance, a Priest can only learn 60 spells among the two schools. So, you are forced to make choices.
3. In addition, you can spend a spell slot on "spell focus" instead, where you don't learn a new spell but instead can cast an old spell better: less mana, more power, and less failure.
4. Once you have learned a spell you can never unlearn it. You can "forget it" if you lose levels, but it will be restored when you regain the level.
5. In addition, the cost/level of learning values will be normalized. Each spell will have internal values, and these will be adjusted in an algorithmic way based on your class. This eliminates guessing about classes... and while we're on it, has pointed out a number of badly out of balance level/cost settings. (Example: Resistance True is a level 15 spell for Mages, but a level *35* spell for Rangers, while Rangers generally don't do much worse than Mages in their spell progression.)
This attempts to address many game balance issues at once:
1. Certain realm pairs overlap so much, it creates a significant disincentive. This way, if your realms overlap, you can use your spell slots on the non-overlapping spells and not suffer... or use your slots on focusing on the things you do well.
2. People have complained that spells aren't as good as missile weapons. In Z+, missile weapons are a little less nasty in the first place... but maybe now spells can compete better, when you focus them.
3. Class balance: High Mages can be allowed to learn all the spells in their one realm, while Mages can be restricted to, I'm thinking, 85%. This along with their faster learning rate and lower mana costs can balance things out better, making High Mages more attractive.
4. I have some sweet ideas for new spells but it's really hard to remove old spells.
This will be a big change, though. Anyone see any game balance issues I should be wary of?
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