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Archived from groups: rec.games.roguelike.development (More info?)
I've searched, and haven't found anything like this so far. What if
instead of having a finite number of magic points, you had zero, and
every spelll you cast added to the magic points instead of subtracting.
The odds of a spell suceeding would go down as the number of magic
points you had went up, so as your expertise went up, the spell point
cost would go down, and your chances of failure due to high spell
points would go down. That way, you could continue casting spells
indefinetly, though at higher and higher chance of failure.
Maybe There would be a cost of salvaging a spell, so that you could
save a spell that failed, but at a cost of several times the initial
spell cost.
Of course if you could just save a spell that failed due to high magic
points, at the cost of even higher magic points, you wouldn't care:
just keep casting as your MP approaches MAXINT. SO, therew would have
to be something to limit that. As you increase your MP, you start
getting random, temporary stat drains, like the stat drains in crawl.
if you persist in spellcasting, you start having a chance of a random
(good or bad) mutation, and should you persist further, you get a
chance of mutating into a writhing mass of chaos, or some similarly
disgusting NPC.
MP would be decreased by resting, just as MP are recovered in other
games.
I've searched, and haven't found anything like this so far. What if
instead of having a finite number of magic points, you had zero, and
every spelll you cast added to the magic points instead of subtracting.
The odds of a spell suceeding would go down as the number of magic
points you had went up, so as your expertise went up, the spell point
cost would go down, and your chances of failure due to high spell
points would go down. That way, you could continue casting spells
indefinetly, though at higher and higher chance of failure.
Maybe There would be a cost of salvaging a spell, so that you could
save a spell that failed, but at a cost of several times the initial
spell cost.
Of course if you could just save a spell that failed due to high magic
points, at the cost of even higher magic points, you wouldn't care:
just keep casting as your MP approaches MAXINT. SO, therew would have
to be something to limit that. As you increase your MP, you start
getting random, temporary stat drains, like the stat drains in crawl.
if you persist in spellcasting, you start having a chance of a random
(good or bad) mutation, and should you persist further, you get a
chance of mutating into a writhing mass of chaos, or some similarly
disgusting NPC.
MP would be decreased by resting, just as MP are recovered in other
games.