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How powerful should magic be?

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1Default How powerful should magic be? on Fri Apr 09, 2010 1:26 pm

Hex

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First topic message reminder :

How powerful should magic be, in my opinion it shouldn't really be very strong.
A sword and gun battle actually involves some skill but going.

OMGWTFBBQDEATHSUPERHADDOUKEN is just a bit silly.
So I think magic should be weak.
Healing, setting fire to things, cooling down, transfiguration and then making magical spells can do things aswell which are a lot stronger.

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26Default Re: How powerful should magic be? on Fri Apr 09, 2010 1:57 pm

Hex

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We just need to put a couple of laws for magic, it'll be simple.
I'll do it later.

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27Default Re: How powerful should magic be? on Fri Apr 09, 2010 1:58 pm

or just let them do whatever! ^_^ The real question should be, is magic allowed? Answer, yes. I think we all agree there, no?

Not how powerful the magic is. That should be up to the player character,good old manners and common sense. **Edit** Rules on it complicate things.



Last edited by Jellyfish on Fri Apr 09, 2010 1:59 pm; edited 1 time in total

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28Default Re: How powerful should magic be? on Fri Apr 09, 2010 1:59 pm

Magic Rules:

1. Don't blow up the World
2. As a matter of fact, don't do anything that will end the world
3. No insta-killing anyone
4. No power-playing


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29Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:00 pm

Bunnay wrote:Magic Rules:

1. Don't blow up the World
2. As a matter of fact, don't do anything that will end the world
3. No insta-killing anyone
4. No power-playing

LOL@ number 1

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30Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:04 pm

Hex

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If we allow magic it will mean that people will use it for every single fight and use it for everything. Everyone will be able to do magic.
We need some pretty tight music.

I liked the idea by jelly on oil, that would limit its use.
But anyway.


Stopping powerplayers perfectly
Magic spells are more powerful based on how much time is spent on them, any disrupition. Even if your thought changes you need to start again.
One minute would do a good little telekenisis spell

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31Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:04 pm

"BUT MOOOOOM"


"I said no! Your father would be furious if you blew up persistant world"

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32Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:08 pm

Grayecastle wrote:"BUT MOOOOOM"


"I said no! Your father would be furious if you blew up persistant world"

*seals bad kid in a dungeon* "Kids these days!"

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33Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:12 pm

"Mom if you dont let me fucking out Im gonna kill the dungeon troll!" this is spam so lets stop haha XD



Last edited by Grayecastle on Fri Apr 09, 2010 2:12 pm; edited 1 time in total

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34Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:12 pm

roflmao.

"GO TO YOUR ROOM MISTER. NO CONTROLLING AN ARMY OF PIRATES FOR YOU TONIGHT!"


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35Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:12 pm

my pirates bunnay my pirates

All your base are belong to us ~Hex

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36Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:25 pm

Hex wrote:Stopping powerplayers perfectly
Magic spells are more powerful based on how much time is spent on them, any disrupition. Even if your thought changes you need to start again.
One minute would do a good little telekenisis spell

The only problem is that offensive magic becomes completely obsolete with this system. Say you are ambushed, then (since you chose to be a wizard.) you have the option to sit down for half an hour to bring up some flames to defend yourself. By the time you would be done casting, you've been dead for 29 minutes.

I'm going to write up a magic system soon, I'll try and deal with these problems. Magic shouldn't be the 'be all end all' thing it usually is, but it definately shouldn't be pointless.

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37Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:30 pm

Hex

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The Hallowed Fate wrote:
Hex wrote:Stopping powerplayers perfectly
Magic spells are more powerful based on how much time is spent on them, any disrupition. Even if your thought changes you need to start again.
One minute would do a good little telekenisis spell

The only problem is that offensive magic becomes completely obsolete with this system. Say you are ambushed, then (since you chose to be a wizard.) you have the option to sit down for half an hour to bring up some flames to defend yourself. By the time you would be done casting, you've been dead for 29 minutes.

I'm going to write up a magic system soon, I'll try and deal with these problems. Magic shouldn't be the 'be all end all' thing it usually is, but it definately shouldn't be pointless.

But it should be a sort of sidearm, weaker then a sword or a gun but able to be used with a sword or a gun to great effect.

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38Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:32 pm

Hex what you wrote on my post, thats my new signature

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39Default Re: How powerful should magic be? on Fri Apr 09, 2010 2:42 pm

Hex

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lol Smile

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40Default Re: How powerful should magic be? on Fri Apr 09, 2010 5:23 pm

I think we can resolve this on a case by case basis by the GMs in each case. The simple guiding rule: Nothing ridiculous.

Plenty of rps manage fine without this much micromanagement...

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41Default Re: How powerful should magic be? on Sat Apr 10, 2010 5:55 am

Hex

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It's not micromanagement, we are just trying to set rules for a very important factor, magic.
Now there are too choices, we give the players harry potter magic: they'll use magic for everything and everyone willl be a wizard
we say that magic is extremly weak and magic is used for spells, potions, healing and maybe a bit of telekenisis

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42Default Re: How powerful should magic be? on Sat Apr 10, 2010 6:51 am

Hex wrote:It's not micromanagement, we are just trying to set rules for a very important factor, magic.
Now there are too choices, we give the players harry potter magic: they'll use magic for everything and everyone willl be a wizard
we say that magic is extremly weak and magic is used for spells, potions, healing and maybe a bit of telekenisis

It is limiting player characters and will turn people away if you limit it to just that. What about elemental magic and buffs and all sorts of things people could image, without being overpowered of course. This is micromanaging and it will be hard to keep up with. It really would be best to let the players choose their kind of magic and just watch for the over powered stuff.

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43Default Re: How powerful should magic be? on Sat Apr 10, 2010 10:20 am

Hex

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But overall, limiting one thing will make people happy about another.
Now some people don't like magic, some people do. If magic can do whatever the [F-word] I like as long as its not overpowered, every single characters going to be a younger version of gandalf or dumbledore.

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44Default Re: How powerful should magic be? on Sat Apr 10, 2010 11:25 am

I think the only laws for Magic should be:

1.) No destroying the world in anyway
2.) No power playing
3.) No insta-kill powers/magic/spells

And that's it. Restrictions are BAD. Free Roam is GOOD.


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45Default Re: How powerful should magic be? on Sat Apr 10, 2010 12:50 pm

Hex wrote:But overall, limiting one thing will make people happy about another.
Now some people don't like magic, some people do. If magic can do whatever the [F-word] I like as long as its not overpowered, every single characters going to be a younger version of gandalf or dumbledore.

Though your last statement is an exaggeration, let's say that does happen...umm so what? If a bunch of mediocre Gandalf wannabes are having fun together let them be! As long as the overpowered rules are not broken. It is a big diverse world...plenty of room to avoid what you don't like. Smile

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46Default Re: How powerful should magic be? on Sat Apr 10, 2010 12:53 pm

Hex

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Jellyfish wrote:
Hex wrote:But overall, limiting one thing will make people happy about another.
Now some people don't like magic, some people do. If magic can do whatever the [F-word] I like as long as its not overpowered, every single characters going to be a younger version of gandalf or dumbledore.

Though your last statement is an exaggeration, let's say that does happen...umm so what? If a bunch of mediocre Gandalf wannabes are having fun together let them be! As long as the overpowered rules are not broken. It is a big diverse world...plenty of room to avoid what you don't like. Smile

But what were doing is actually encouraging people to do it.
Magic needs a problem.

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47Default Re: How powerful should magic be? on Sat Apr 10, 2010 12:57 pm

Magic needs a problem? Then those that feel that way can easily work such themes into their rp.

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48Default Re: How powerful should magic be? on Sat Apr 10, 2010 12:59 pm

Hex

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But it just won't happen.
Persistent world should ahve the same rules for everything.
Maybe, magic backfires on you every 10 times its used, i'll happily moderate that.

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49Default Re: How powerful should magic be? on Sat Apr 10, 2010 1:04 pm

Hex wrote:But it just won't happen.
Persistent world should ahve the same rules for everything.
Maybe, magic backfires on you every 10 times its used, i'll happily moderate that.

That is too time consuming to moderate! It can have the same rule..a general freer one.... No overpowered stuff.

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50Default Re: How powerful should magic be? on Sat Apr 10, 2010 1:10 pm

Hex

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Overpowered has diffrent meanings.
And we don't need to moderate it, people will do it of there own accord.
Magic should be weak if we have it, otherwise it just won't be as fun.

"Oh god.... your going to slaughter me with that axe.... Haddouken! Haddouken! HAHAHAHAHA your hurt and away from me, now I run and heal all of my wounds"

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