magic - take 2

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magic - take 2

Post by Xelah on Mon May 30, 2016 3:40 pm

While being mentally elsewhere and shopping with the gf, I realized that I can make a custom magic system that requires way less work on my end, but produces better results.

Basically, let players make their own spells. Give them so many spell slots. Each spell slot has one or more effect slots. As makes level up, they can spend points to tweak the effects of their choices on the effect slots... more details when I get home.

Xelah

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Join date : 2016-04-21

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Re: magic - take 2

Post by Xelah on Tue May 31, 2016 2:11 am

Okay

Slot Types:

Target Type
--The Ground
--Characters
--Items
--Self


Main Effect
--Damage
--Heal
--Summon
--Move
--Buff
--Debuff

Secondary Effect
--Duration
--Area of Effect
--** Can also repeat main effects for diminished returns

Tertiary Effect
--Repeat main and secondary effect options


So... let's just say this is the spell:


Target: Ground
Main: Summon
Secondary: Damage
Tertiary: Area of Effect

The spell would summon a creature and blast nearby enemies when it appeared.

Or... This spell:

Target: Ground
Main: Summon
Secondary: Heal
Tertiary: Duration

The spell would summon a creature that regenerated its own health.

Before player class perks are factored in, there are 384 combinations for spells with just the slot types I have listed. Feel free to suggest others.

Xelah

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