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About vrailor

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    (1) Prestidigitator
  1. Sounds great, but i really hope all these additional classes transform into extra story content. Although i'm very optimistic. As you will add the PayPal pledges is there some site/way to know where we are standing ? Please
  2. The grimoires could also each have different bonuses (+ 1 Level 4 spell, shorter cooldowns, all ice spells do very little damage but always freeze the target...). When you now limit the number of grimoires you can have "active" (meaning each mage can only have 3 grimoires to change between) you have another tactical decission to be made. And i think we can't have enough of them. Maybe your first and personal grimoire is upgradeable. A dialog puzzle like the Circle of Zertimon would be great!
  3. What do you mean by "choose"? Do mean casting or choosing the spell beforehand. Sounds good, but i think the whole system eliminates the process of preparing and selecting the spells you will be able to cast. As i said already, let me choose (before the encounter) which low level spells are on cooldown. Using one casting pool for all mid level spells leads to another problem. You will most often only use the spells in the highest spell level because they will most likely be more powerfull. To follow your system: Level x Mage [Low level spells] Level 1 spells [zap, burning hands, push away*] Level 2 spells [stun*, bark skin, play dead] The spell with * can be cast with cooldown of maybe 30 seconds. The selection which has a * is restricted to certain momets, maybe resting. The other spells are cast normally ( or maybe with a higher coolown like 2 minutes). As you level up you slowy got more * to distribute. [Mid level spell] Level 3 spells [flame arrow, fireball, haste] Level 4 spells [summon x, spell shield. power word dance] You can maybe cast five level 3 spells before this spell level is locked for this combat (or maybe only a real long time like 10 minutes). For level 4 spells you can cast four spells. Maybe with certain perks, feats, whatever you can also set some * for 1 or 2 spells. Then this spells only count as 0.5 spells and can be cast twice. [High level spell] Using the grimoires you select which spells are available. You can switch grimoires mid-combat but with a big drawback (cooldown, 2 spells less to cast, only half as powerfull). Level 5 spells [flamestrike, mass haste, lighting ball] Level 6 spells [meteor, flying sword named after a famous mage, power word suicide] You can cast maybe two Level 5 spells or one Level 6 spell then this spell range (both spell levels) is locked down until you rest or for x hours. In this way there is still some preparation possible for certain encounters because you have to choose which to cast more often instead of always having the same low level set of spells you can spam. Leads to a more individual set of spells for every mage.
  4. The unlimited spamming of all lower level spells depending on your level sounds not so good. Although it resolves the problem of the wizard without ammo all wizards will play in the same way then. I think it would be better to only have a limited number of spells per spell level which can be set to cooldown mode (can be cast unlimited). For example female Edwin has used up all his high level (per-rest) spells. Of his/her level 1 spells he/she has choosen magic missile and mirror image to be unlimited (cooldown). For level two maybe one other spell. He/she can cast this three spells now unlimited, except when they're in cooldown. The other low level spell may also be cast like the high level spells and work with the per-rest system. Leveling-up increases the number of cooldown slots per spell level and raises the level which has cooldown spells. Maybe you can also choose certain feat, perks, grimoires for increasing the slot number or altering certain spells (silent casting...). This increases the number distinct spell sets thus creating more distinct ways for mages. I hope you can understand what i mean. If not i will simply blame my english.
  5. Sounds really interesting. Like a combination of sorcerer and wizard. My idea would be to also limit the number of slots for spamable spells per level. So you have to choose which spells to spam and which you cast normally. Of course the number slots for spamable spells per level and the number of cool-down spells per level increases as you level up. Additionally you can add certain perks, feats or items to increase the number of spamable spells or change there behaviour. This leads to more choices. Is it enough for you to spam fire arrows or do you want to have a bigger range of spamable spells for spell level 4 but maybe less spams for the other levels or do you want an even bigger selection by using grimoires which you can change mid-combat but with the drawback of its cooldown? And also which spells do you want to be able to spam? This may only be changed in certain moments (level-up, rest, out of combat). As Snide suggested give these grimoire certain bonuses. I can even imagine that your first grimoire - "your personal" grimoire - may also level up. Either by experience, crafting or feeding him the souls of defeated enemy mages. You can even make it dialog related similar to the Unbroken Circle of Zertimon. :D All this allows you to have more ways to build your personal kind of caster. To build your own mage/caster.
  6. Hi, as i don't have a credit card (and am not living in the US) yould you consider adding PayPal when the project is funded. As this is more a question of when not if. Like it was done with Wasteland 2. I'm sure a lot of people without a credit card would also like to pledge/pre-order. Thanks First Post and i misspell the topic.
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