Finalized topics all look good to me.
visage wrote:Spells and the surrounding area
Too much work, not enough gain.
visage wrote:General items for status effect cures
1. Perhaps we can clump effects into "damaging," "paralyzing," etc.
2. As well, if we go with the "lesser -> greater" system, should there be "lesser -> greater" potions?
3. Can a potion only cure one ailment at a time?
4. Or should a "lesser damage potion" cure all "damaging effects (poison, burn)"?
5. As well, if we go with the "lesser -> greater" system, and I use a lesser potion on a medium effect, should it lower it one level?
1. I don't like the clumping idea (we've discussed it before).
It's too much of a pain to remember what potions cure what ailments, and then the player always needs to have a stock of each type of 'clump..
2. I think so, yes.
3. I want to say no here.
The reason is, if I'm affected with frozen and burn and poison and silence, it's a pain in the ass to use up 4 turns to cure all those.
I'm not sure of the details of how to let potions cure more than one thing. I have some ideas, but I don't want to get into them here and make this post too lengthy.
4. I don't think that potions should cure *all* effects either. They can cure a multitude effects, but not necessarily all (unless its a super-duper potion)
visage wrote:Elements and such
We have all decided to use a small number of pair-wise elements (8-10). People seemed to like my "align towards astrological body/god" sort of idea...but nobody has proposed how we design these. Thoughts?
What exactly the elements are/where they come from is only important to the story, not really the battle engine. I can come up with a couple propositions for astro bodies/gods or something else at a later time. I would like to say that personally, I would like the number of physical elements be equal to the number of magical elements, although I'm flexible on this.
visage wrote:Lesser -> Greater Damage system
Nobody commented on this. I personally like it. So, the discussion should be "do you like this, and how many levels should there be?"
I think 5: Lesser, Lower, Medium, Higher, Greater
Should this be told to the player, or displayed through color (lesser = green, medium = yellow, greater = red)?
I love it.
I think 5 levels might be a bit high. Three levels, or maybe 4 sounds better to me personally. I just don't want to make the battle system more complicated than it already is I guess, but I'm flexible on this as well. (Definitely no more than 5 though!!!)
I think colors are the best way of conveying this info to the player.
Burnt -- You lose a small amount of hp per turn
Frozen -- Can't move
Sleep -- Can't move, asleep. Woken by next attack
Confused -- Uncontrollable character. "Berzerk." May do damage to ally.
Blind -- Less chance of hitting.
Slow -- SP increases slowly, and less chance of ability to retreating
Silence -- Can not perform encantation based skills (ehhh...iffy)
Afraid -- Attack damage cut in half
Should there be anything? Something like "courage" that increases damage or maybe "fortitude" which cuts damage taken in half.
Remember that these effects need to be lesser->greater, so none of them can be all or none (ie, you can be 'partially asleep'). I'll come up with my own list later, I have some ideas (mostly just mods of your list Corey).
I totally think that there should be positive effects. That's basically what the whole Support Skill set is about.
Don't forget that we have the idea of developing temporary resistances to certain ailments as well.
visage wrote:What does it take to equip a piece of armor, et cetera?
This definitely needs more thought.
visage wrote:I am even starting to sway the way of Roots (what a convincing dude), but I think both sides should be talked about. Perhaps a little merger can be made.
That's why I'm the dictator.
Fear my powers of propaganda!
Seriously though, merging the two ideas somehow doesn't sound like a bad idea. I want other people to discuss it though, to get some fresh perspectives on the subject.