Lionheart SPECIAL system article, part 6
- Saint_Proverbius
- Righteous Subjugator
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Lionheart SPECIAL system article, part 6
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The chaps over at <A href="http://rpgdot.com">RPGDot</a> have posted <a href="http://www.rpgdot.com/index.php?hsactio ... D=450">yet another SPECIAL system article</a> covering the addition of <b>MAGIC</b> in <a href="http://lionheart.blackisle.com">Lionheart</a>. Here's a teaser:<blockquote><b>Mana</b>There is mana in Lionheart. As noted under Plan 1 above, we considered a mana-less system, one based entirely on time, but felt in the end it wasn’t all that exciting. We never considered a memorization system. That left us with a mana system, and while it was hotly debated, that is what we finally went with for the magic system. The mana in the game is used as a limiter against casting too many big spells.Mana is a function of a character’s Charisma and Perception. There are two reasons for this. First, Intelligence determines the skill points you achieve going up levels. Second, and much more importantly, since the magic system revolves around the idea of symbiotic spirits, the amount of magic a human has access to is determined by his ability to understand and influence the spirit within him. So it makes really good sense for balancing and even better sense for world continuity.</blockquote>Who's da MANA, baby!Thanks, <b>Zed</b>.
The chaps over at <A href="http://rpgdot.com">RPGDot</a> have posted <a href="http://www.rpgdot.com/index.php?hsactio ... D=450">yet another SPECIAL system article</a> covering the addition of <b>MAGIC</b> in <a href="http://lionheart.blackisle.com">Lionheart</a>. Here's a teaser:<blockquote><b>Mana</b>There is mana in Lionheart. As noted under Plan 1 above, we considered a mana-less system, one based entirely on time, but felt in the end it wasn’t all that exciting. We never considered a memorization system. That left us with a mana system, and while it was hotly debated, that is what we finally went with for the magic system. The mana in the game is used as a limiter against casting too many big spells.Mana is a function of a character’s Charisma and Perception. There are two reasons for this. First, Intelligence determines the skill points you achieve going up levels. Second, and much more importantly, since the magic system revolves around the idea of symbiotic spirits, the amount of magic a human has access to is determined by his ability to understand and influence the spirit within him. So it makes really good sense for balancing and even better sense for world continuity.</blockquote>Who's da MANA, baby!Thanks, <b>Zed</b>.
- Mad Max RW
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Interesting article, I think the current plan sounds OK. You learn new spells when the skill percentage gets higher, kinda like Unarmed skill in Fallout. Also, I think grouping the spells in categories rather than having a skill for every spell sounds good, but I expected more spell types than 3. Perhaps good/evil characters should have their own special spells. :roll: