Vlek / grim

CLI-based MUD
GNU General Public License v2.0
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Add magic system #25

Open Vlek opened 1 week ago

Vlek commented 1 week ago

Magic should feel powerful and also highly secretive and hard to come by.

I think having to study and get spells would make it feel rewarding even for lower-level spells.

It might make sense that players start out as 'normal' players and have to gain mana or some magical well of energy through a questline that involves studying for at least one spell, potentially getting a spellbook from a dungeon.

I do not believe it makes sense to really reduce the skills that a player could have. I think the better option would be to limit the types of gameplay they can play by making it require specific equipment for it to make things more useful.

So a player would want to carry a fighter's equipment loadout if that is the play style that they want. A mage would need a completely different set of equipment. It would be too cumbersome to grab both, so doing a tank mage would require tradeoffs that the player would need to balance.

Should there be multiple magic systems, or one system with multiple facets for the different types of magic?

Vlek commented 1 week ago

I am thinking of like 'normal' magic for things like fireball, but then you have things like druids and necromancy. Maybe make it different trees and people have to spend time researching each individually so that it's hard but not impossible to do more than one?