A comment about fantasy RPGs
Nov. 17th, 2007 05:13 pmAnyway, playing Baldur's Gate 2 did remind me about one of the problems that I'm glad they're fixing in 4e -- the constant need for sleep. The game has pretty much been "we fight until the wizards run out of artillery and the clerics run out of healing, and then it's nap-time." Also, I like how most of their wizard characters are actually dual classed wizard/rogues, so they can use short bows and not totally suck when they're low on spells. I may have to try that with a character, either in 3e or 4e.
I replied,
One of the worst features of magic in most fantasy rpgs is how magic users (Gygax's generic term never seemed more appropriate) get used up.They have a certain amount of magic they can use over a certain amount of time, and then they're useless normal humans until they recover.
Real magicians (that is, the characters in good fantasy fiction)--they have limits on how much they can do, but they're always magical.They can sense magic, converse magically, predict the weather, unravel omens, draw magical sigils, light their pipes without a match,whatever. Even Jack Vance's wizards weren't so completely nonmagical as a D&D MU who has burned through all her spells.
I think that cantrips were Gygax's attempt to keep magic user magical even when they didn't want to burn spell points, but they're pretty weak beer. Has anyone ever written a fantasy RPG where magical PCs get to do magical things all the time just by nature of their magical background/training/sacrifices? (Well, Heroquest. Anything else?)
no subject
Date: 2007-11-17 10:41 pm (UTC)Let's see, games where players can do magical stuff whenever. Everway, Dogs in the Vineyard (depending on how the table feels about it). I don't remember enough about Ars Magica.
no subject
Date: 2007-11-17 11:06 pm (UTC)At any rate, I think the rest mechanic is a good one for CRPGs because it means that your magical characters can only do so much in a big battle -- their memorized spell list depletes on the back lines just as surely as the fighters' hit points on the front lines. Yeah, this means you have to rest after every major battle, but a) that's realistic enough in a sense, and b) as long as the game doesn't make a fuss about this, it's not a gameplay hindrance.
It also makes for tactical resource management choices when you're in a series of battles with no chance to rest in between (invading an evil castle, say) -- do you use these spells now, or do you save them for a Big Bad that might be coming up?
The mechanic that I hate, and which nearly ruins BG2's combats, is the "buffs." Spells like "Protect from fire" are frequently worthless, but if you're fighting a dragon or some such, they're nearly mandatory. So there's a lot of battles where you walk in, fight, die, restore, memorize a custom set of spells, cast on the whole party, then walk in and fight. It's frustrating and slows down the game considerably to no benefit.
no subject
Date: 2007-11-18 01:27 am (UTC)They've also added the Warlock (blast growing with level; spells are unlimited/day (and buffs are usually self-buffs that last all day), with a somewhat limited spell selection), and as of 2007, the various 'combat style' fighters-that-act-like-casters, who have 'stances' that are effectively spells and are prepared and limited per encounter, not per day.
no subject
Date: 2007-11-18 01:38 am (UTC)no subject
Date: 2007-11-18 12:26 am (UTC)Runescape uses "runes" of various flavors, and as long as you have runes, you can keep casting. They are a stacking 0-weight item, so you could carry thousands of each type.
no subject
Date: 2007-11-19 04:05 am (UTC)no subject
Date: 2007-11-18 01:24 am (UTC)DragonQuest
Date: 2007-11-18 09:44 am (UTC)So mages are generally fairly useless in combat with no FT - a state that is also unhealthy for non-mages, as they are easier to hit. However, DQ doesn't have character classes, so you can put EP (and stats) into being good at hitting things as well as casting magic.
Re: DragonQuest
Date: 2007-11-19 04:07 am (UTC)