#18
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It'd be extra cool if these things could impact your spells as well, but that's possibly harder to pull off. For example, if you're in snow, a small fire spell will be pretty much nullified. You'd need a really strong fire spell to have any kind of impact, so a fire mage will be naturally weaker in snow, while an ice mage will be weaker in hot areas. It's also possible to work these things into the resistance system, making resistances more useful. High temperatures would give you penalties unless you had sufficient fire (ie. heat) resistance, and the same thing would apply to cold resistance. Also, unrelated -- please don't use the 1/(1-x) formula for negative modifier spells/powers this time around (I believe you have skills again, right?). It gives vastly diminishing returns for skills that get more and more expensive, and makes positive boost spells much better than negative penalty ones. Just apply the modifier directly, making sure that the increments are small enough that you won't hit 0 (or just capping it at some low percentage). Additionally, have the ability to add different effects every X levels of a skill so it's not just that every skill gets more of the same as you upgrade it. This way, there can be new cool things waiting at skill level 5, 10, etc (extra fireball, extra power, extra something). And then port this stuff back to DC please |
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