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Epic of Serinor Released Displaying 21-30 of 30 total.
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Gayo
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Quote:Originally posted by Eldritch05
110. Five per city where you can recruit characters.
22 hostels? I hope you have some kind of roster that shows who's where, because I can picture totally forgetting where I put person X.
Posted on 2004-09-07 03:02:43
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mcgrue
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Go-go-gadget excel!
Posted on 2004-09-07 03:05:07
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Gayo
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BTW, Eldritch, I notice that Sacred Aid heals less and sells for less than Healing Glow (both single-target spells), but Glow is level 3 and Aid is level 4. Were those switched?
Posted on 2004-09-07 03:49:59
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Eldritch05
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Tat: Thank you. That logo's been on my computer for some time and I'd totally forgotten who made it. Although, now that I have an artist (YES!) I probably won't be using it.
And Gayo: I've got a couple ideas on managing hostel slots. One's an item that lists all the cities and their hostels. The other builds off that and involves an inventor and his teleporter.
Spell cost in gold is equal to (spell.level*spell.mpcost*25). The Healing line of spells consistantly heals more than higher level spells in the Aid line, but uses more magic than a similarly powered Aid spell would. So while a Healing spell will heal more at once, your magic would be more efficiently used by casting several smaller Aid spells. But in combat, that's not always an option.
Posted on 2004-09-07 05:09:32
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Gayo
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Oh. Well, that makes sense.
Posted on 2004-09-07 18:06:53
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Gayo
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Syn just posted a link to the Serinor page, and I've looked at the journal and read the manual and I have some questions and comments. Seemed most sensible to put them here.
* Okay, so the manual has the stat descriptions I wanted so much. From this, it looks like the three mental stats are completely worthless for everyone without magic, and two of the three are worthless for everyone but Sages. Is there any reason to put points into the 'useless' ones?
* Do group effects stack if multiple characters of the same class are in a party?
* It's a bit weird that there's both a normal ability and a group effect called Power Strike, even if they are similar.
I thought I had more to say, but if I did it escapes me.
Posted on 2004-09-19 10:06:00
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Eldritch05
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* No. It is, indeed, useless. Increasing the useless stats should be put off until higher levels, when the more useful ones have reached their max. Probably a poor design decision, but that's the way it is right now. For reference, a level 50 character will have reached their racial maximum in all 6 stats.
* No, it will use the level of the highest leveled member of that class in the party. This is to keep a full party of, say, level 50 paladins from doing 6 times normal damage to undead. I may change it so they do stack and just have a hard cap of 50, though.
* It is a little weird, but I feel a number of the group effects are a little contrived. I had trouble coming up with 32 relevant group effects when I was planning them and haven't gone back to review them. For what it's worth, though, the Power Strike ability does increased damange and almost always stuns things, where the Power Strike group effect hardly ever works until higher levels.
Posted on 2004-09-19 19:27:28 (last edited on 2004-09-19 19:31:30)
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Gayo
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About Power Strike, I was mostly pointing out that it's confusing to have the same name. I've nothing against the overlap in effect.
It'd be really nice if you'd have some kind of use for the other stats, even if they just give small bonuses against magics of that type or something.
BTW 10Q MUCH FOR FIXING TARGETING!!!
Posted on 2004-09-21 02:49:11 (last edited on 2004-09-21 02:50:05)
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Eldritch05
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Quote:Originally posted by Gayo
It'd be really nice if you'd have some kind of use for the other stats, even if they just give small bonuses against magics of that type or something.
I thought of that as soon as I told you that the stats would have no useful effect. My main arguement against it is that there are already 10 major resistances, and the effects of, say, a high psyche protecting a character from psyche-based spells would necessarily be small to the point of nonexistant. But then, even 10 points of extra protection for an ability score of 100 is still mildly significant (and easy to put in), so it'll probably get added.
And concern noted on the double-naming. I'll change one to Stunning Blow.
Posted on 2004-09-21 03:20:09
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Gayo
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That's good! If you wanted, you could also make the effect larger, but say that it's only applied to the proportion of damage left over after initial resistance is applied. For example, the damage could be (relevant stat / 200) * (post-resist damage). I guess that'd be too much resistance to have without increasing damage dealt by spells, but you could make it /300 or something.
Posted on 2004-09-21 19:05:24
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