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  1. The replace the clumsy "l" system..here's a multi-option poll. Indira, if you could copy-paste you list with links and/or more detailed descriptions, I'd be much oblidged. Untill then, more info on each point cna be founf in the other thread.
  2. Here are some suggestions for spellcasting in P:E. Please add ideas that you think would suit the game. First off, I'd like to see spells project their Area-of-Effect Marker on the ground, before you cast-confirm them, like in NWN2. Because I need to know if I'm about to barbecue my friends with this fireball spell as well as those pesky ice trolls. I understand if some folks would rather play it old school without the AoE marker, because learning how spells behave was always part of the appeal. So maybe just have it toggleable in the gameplay options? Some players might use it for a while, then voluntarily disable it later, or vice versa. This example is in NWN2/3D of course. I just mean project the marker onto the isometric background in P:E. Secondly, Buffing Spell Chains. I mentioned this in the Readied Actions post but will re-summarise it here. I wonder if it's possible to see a small extension to the spellbook UI where you can add a string of buffing spells to a list -- a spell chain -- order them however you see fit, and save them to that list so that when you anticipate a battle or the need to buff, you click the "spell chain" button on your main game UI for that character, who then begins casting in the order you specified. As long as you have all the spells in your current spell pool, it will cast all of them in sequence. If any are missing, it'll skip to the next one. This is not to be confused with Spell Sequencers, where you pre-cast a chain of spells into a robe or other magical accoutrement so that they all trigger instantaneously at a later command. I don't mean that. The purpose of the buff chain is to both save time and to ensure a level of consistency when you need to cast the same pattern of buffs many times over during gameplay. And of course, as you gain new spells, you simply adjust the spell chain as you see fit. Maybe there could be 2 or 3 optional spell chain buttons on the UI for different spell arrangements? And if I were to really push the boat out, it'd be cool if on the spellbook UI, it showed you spell stats like casting time and spell duration, so you could assign long-duration spells first, and short-duration spells last, for optimum efficiency. I imagine the UI would also require target settings for each spell, such as Caster, Centered on Party, Party Leader, etc. An example using IWD2 spell stats. Of course, you don't have to use it. You can keep buffing manually the way it's always been done. What are some spellcasting features you would like to see in Project Eternity?
  3. In D&D, resurrection needed diamonds. Some other games made spells require ingredients as a general rule. In P:E, what do you guys think about some higher level spells requiring ingredients? Or lower-level spells requiring ingredients? Middle-level spells? All spells? Any spells? Perhaps these ingredients are similar ingredients used in enchanting or crafting. Maybe not. What do you think?
  4. Casting Spells. Throwing spells. Not summoning spells (unless, a Summoner of course...). My point is should the Wizard lunge a fireball? Should he wave his arm horizontally as he shoot out an energy flux of magic missiles? Should the Wizard "dance" as he's pulling the forces of the mysterious unknown? Avatar: The Last Airbender, springs lots of thoughts. I'm personally standing on the "if resources allow" side. But damn.. it would be so freaking badass cool... http://www.youtube.com/watch?feature=player_detailpage&v=oCXHi0kFucc#t=78s EDIT: Not that^ flashy, look at the movements of the characters. Reduce it reasonably to a fantasy setting like Baldur's Gate. I think the animation in Baldur's Gate is some singing hand magic jazz hands, in Dragon Age: Origins (and World of Warcraft), Skyrim too, the Wizard lifts one arm or something and that's that.
  5. Just an idea here, but one thing that I liked about the DnD based spell systems that PT/BG/BG2/IWD/IWD2 used is that they included a very wide and varied list of spells. Many spells were redundant with others, and some were extremely powerful while others were almost useless. This was in part because they were taken from the PnP game, but it wound up being a good thing for the CRPG. The reason for this is that choosing your spell repertoire was not a simple matter of "get the best possible spells" but instead you had to evaluate and assess each spell, and maybe try them out in the game in order to determine which ones fit your playing style. This added to the depth, complexity, realism (well, sort of - it is magic), and overall enjoyment of playing the game. IMO that's the #1 weakness of all other games with magic - there's not much strategy or thinking required. So my idea is this: start designing a set of of logical and concise spells, but then mix in some extra ones, maybe shuffle some things around, add some filler and redundancy and less logical ones. In other words, don't make it so perfect that everyone will strive for the exact same set of top spells. Then leave it to the player to discover what set of spells are the best combination. More importantly, see how different players pick the ones that they think are best.
  6. One of my pet peeves about levelling up and character development is how the skill trees or magic spells are all laid out neat and tidy up-front. I can understand that for certain established classes, that almost all skills or techniques may be well known, so it can be laid in advance. However, for less known classes such as ciphers or wizards, is it really necessary to lay out all available magic spells or skills is such a perfunctory manner. Wouldn't it be better: (a) to allow the PC to have knowledge of spells and skill trees up to a basic level (say levels 1-3); (b) the higher level techniques or spells can only be discovered when; (i) accessing higher level trainers or through exploration of lores; or (ii) promotion to higher ranks in their respective guilds; or (iii) stealing techniques by observing higher level NPCs during battles etc. © allow access to some unique skills or magic spells in difficult and rewarding side quests such as meeting powerful NPCs in the proposed mega-dungeon. *** I know some might complain that they would like to know everything up-front so they can plan their build accordingly. Or that it will force players to rely on the strategy guide. If that's the case, how about a compromise. Just have some organic skills/magic spells that will be not revealed unless you have performed the relevant side quest and are rewarded for it. It just makes levelling up more rewarding as well as allowing for some unique builds. I just don't get the situation where, ok I level up and suddenly I have divine inspiration and universal knowledge as to the techniques/magic spells in this world.
  7. My primary draw to medieval fantasy games is spellcasting. Hence, my greatest draw to Infinity Engine games (D&D) has been the incredible sophistication of the spell casting system. While Vancian systems have their complications, every other system I've experienced pales by comparison. Since P:E has chosen to use cooldowns, I have some very serious concerns. Meaningful Effects Will spells be able to meaningfully alter the status of an opponent? I speak of spells like Emotion, Hold, Confusion, Domination, Sleep, and even death spells. Outside of vancian systems, the most wizards can hope for is "Stun for 0.089786976 seconds every X seconds" or "Slow for 1.09809 seconds every X seconds". Cooldowns & mana casting are the primary culprits for this devolution of spellcasting. Since P:E has chosen cooldowns, I am deeply concerned. How much should I fear spellcasting will be a stupor of generic damage spells with different durations/animations? Potency & Resistance How will the effectiveness of spells being determined? Will there be a roll to save type device as in D&D where DC is pitted aginst Saving Throws, or a percentage based system (45% likely to effect opponent)? Likewise, will wizards be able to meaningfully increase the potency of their spells, or will they have to accept the harsh reality that their limited quanity of spells will only work 40-60% chance at best? Spell Protections & Counterspells Perhaps one of the most shining aspects of the spellcasting in the Baldur's Gate series were the myriad of spell protections (Spheres, Shields, Traps, etc.) and their counters (Breach, Spell Penetration, Warding Whip, etc.). Will this degree of depth be present in P:E spellcasting? I apologize if these topics have been previously addressed. Should that be the case, I would very much appreciate links to those discussions.
  8. So have you ever played a game with some really cool spells or spell effects, but felt it didn't quite cater to your need. You can sling a fire arrow or an acid arrow at someone, but you feel an arrow of freezing a lightning arrow would fit your character much better? I would like to see some sort of ability for high level mages (if that is the route they go down) to be able to research and transcribe their very own spell. They could name it and based on how the spell comes about, (buffs, debuffs, AoE, saves etc) changes the spell casting time and the level of the spell. Perhaps it could increase the likeliness of spell failure if you are going a little extreme with your spell design. The recent update including the stretch goal at 2.4 Million, which I am hoping we will meet head on within the next week included weapon creation, customisation and enchantments Which I made a previous topic about, which was wonderful news in my mind. From this I would like to see a spell alteration/creation ability late in the game. Cone of Acid breath perhaps or maybe your magic missiles replaced with extremely angry chickens (for the wild mages out there). I just feel if mages created their own spells and name them after themselves, once you reach the height of your game, you should be able to join them as legends, forever known through the use of their spells. As an after thought, if then you could trade spells with friends and they are mysteriously scribed into scrolls somewhere in your friends game (do the same with weapons) it could be a really nice idea. Sharing a bit of your game world with them, and vice versa.
  9. I'm neutral because I adapted fine to all the magic mechanics I've come across. Instead of bemoaning Obsidian's basic decision on spell/ability cooldowns, let's have some constructive discussion on what can be done right with them. From Kickstarter comments Q&A (linked from Known Information sticky): Josh comments: (Geez, it's a fair bit of work to quote things when a thread is locked. )
  10. So this happened. Without a Vancian magic system you end up with a bunch of underpowered sorcerers running around spamming underpowered spells. It takes all strategic planning out of a magic system and turns it into a purely tactical one. Some people like it but I always thought it was lazy design. It also tends to lead to a spell progression where you upgrade your spells as opposed to getting new spells. Also lazy. The sheer number of spells in BGT is astounding and choosing which ones to memorize and when to use them was a ton of fun. And hello mana pool! I suppose this was expected when they talked about the soul thing. Of course I’m just speculating as nothing official has been announced. Anyway I'm just bitter because I really like IE magical combat and I think a game made in their image should have the same basic magic system. But what do I know.
  11. Got some spells you really want to see again, or maybe something completely novel? Then this might be the right place to drop them. After all, having more neat ideas to choose from can barely hurt.... Since I don't want this to blow up within a few hours, here's some simple rules: - See an idea you like? Press that little green button that says so! I'll later be able to compile something like a Top10 with this information. Afaik this board has an unliking function, in case you change your mind. - Obviously this means more than one spell idea per post is bad. Feel free to double-post though. - It does not matter whether your idea is from some other game, book, movie or completely new... but if you know something like this has been featured before, it might help to say where. Can help people with getting a clearer idea of what your thinking about. - This ain't a discussion thread, keep it tidy or we won't be able to find the actual spell ideas between all the blathering. And then this topic will die horribly. If you think something sucks, just don't like it. Or create a new topic for further discussion on the idea. - Since we don't know about the general magic system at this time, spells that rely on one particular implementation (like "restore 3 level 1 spells without having to rest") are not useful quite yet. - Whoever asks for a spell that lets you romance someone will recieve an arrow to the knee. So, put on your robe and wizard hat and get this spellbook going =P
  12. I'm wondering about your thoughts on spell descriptions. Do you prefer the way spell descriptions are given in Dragon Age or do you prefer the ones in the Infinity games? If you have a different suggestion of how spell descriptions should be presented in the game, speak up!
  13. Do we have any information on the spell system? One of the things most intrinsic to the old Infinitey Engine games is the (2.5 ed ad&d) spell system. The depth and variation was really well implemented, and while not always balanced, I would sincerly hope that Obsidian is considering something of similar depth and breadth for Project Eternity. Sawyer, anyone, can you give us any info? Let me talk for a minute about what i mean when i say depth and breadth. The depth of the spell system in old IE games was a reflection of the 2.5 ed rules. Multiple resist types, save types, durations that forced you make hard choices and spell side effects (caster immobilization, chance for summoned fiend to turn on caster, etc) that forced you to think. I feel like mage battles were the best example of tactical combat in IE games being similar to a puzzle. Many spells had an effective counter-spell. All defensive magic spells had certain counters (which if not useful, are burning an available spell slot...), there was spell turning, and hell: you could even cast a resilient sphere on a fighter who was near death just as validly as on an enemy who was wreaking havoc with your back line. I appologize if this is reading a bit like a love letter, but I strongly feel like this is one of the shining features of the old school games I enjoyed so much. The breadth in the spells is obvious to anyone who played the Baldur's Gate or Icewind Dale series. Beyond the cool ideas of some spells, there was a conscious effort to provide low level spells that suited low level players when they needed them, while providing good options for high level players later on. Some of the classic examples are spells that initially do 'a lot' of damage (for a low level party) but don't scale with the player level (ghoul touch, angazzar's scorcher) or others that do something like 1d4 + 1/lvl of caster (shocking grasp, burning hands i think, chromatic orb is similar). There is no doubt that the higher level mage spells were badass, but there was a breadth to the level 1 - 3 spells that let the player grow into them. You would find yourself a point where you needed to reevalute your spell selection because your power plane had shifted, and now the previously weak spells were more effective. What was great about the old system was that this was part and parcel of 2.5 ed ad&d, and if you took the time to learn the spells and read their descriptions, you were rewarded with a depth of gameplay that I haven't experienced yet again in a computer RPG. I sincerly believe there are some people at Obsidian who feel the same way, and I hope they are in charge of developing the spell system. So, with that being said.... TL;DR: how similar in depth and breadth will Project Eternity's spell system be to the old infinety Engine games?
  14. Will we finally be able to cast 'a spell that teleports an opponent?s scrotum into his stomach to get digested'? Or, more importantly, will I finally be able to teleport an opponent's scrotum into someone else's stomach? If it actually made it into Planescape Torment, I somehow missed it... As a wider discussion, does anyone want to see any weird and wonderful spells/items in Eternity? If so, what sort of thing? I'm personally up form ever bit of humor they can get into the game, in whatever insane for it takes.
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