Difference between revisions of "Rules talk:Magic Power/Committee to Preserve Doubled Learning"

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(New page: This page assumes that mage doubling is preserved in some fashion. Discussion here will, therefore, concern points of balance for Magic if mage doubling retains its current form, or new f...)
 
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Somebody else better start talking too.  You guys suck right now. [[User:Tiryst|Tiryst]] 12:10, 11 February 2008 (PST)
 
Somebody else better start talking too.  You guys suck right now. [[User:Tiryst|Tiryst]] 12:10, 11 February 2008 (PST)
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Okay! I'll start talking! I recall being for mage doubling only applying during startup.  The idea behind mage doubling was to give mages a way to not be total defenseless squishies right out of the gate, and a cheaply-obtained barrier, movement, and attack kit really does help that. But once a mage is established? Doubling all the time just makes it crazy-easy to get powerful fast.  Limit it to a "central concept?"  That would only work if we sat down and codified the things that "central concepts" can and can't do. Otherwise everyone would just app whatever spells they wanted and say "oh yeah it's ice elemental" or "oh yes and it's very Orderly", and... no.  As for only applying to CTs... well, maybe it's good, but I don't like it, so nyaaah. [[User:Lampdevil|Pamela]] 12:28, 11 February 2008 (PST)

Revision as of 13:28, 11 February 2008

This page assumes that mage doubling is preserved in some fashion. Discussion here will, therefore, concern points of balance for Magic if mage doubling retains its current form, or new forms of the mage doubling rule.

Altered mage doubling possibilities:

  • Mage doubling applies only at startup.
  • Mage doubling applies only to a central concept for the mage in question.
  • Mage doubling applies only to CTs.

If mage doubling is left alone, balance possibilities include:

  • Reduce mage stats (natural charge/charge cap/charge rate) to equal those of a Ki fighter.
  • Strictly enforce the original magic idea of elemental/"traditional" focus on tech scope.
  • Create a character tech day cap so that old techniques must be deleted or forgotten Pokemon-style to learn new techs once the cap has been reached.
  • Cause magic spells to have increased stamina drain so that casting spells is much more tiring than using non-spell techs of equal power.

Somebody else better start talking too. You guys suck right now. Tiryst 12:10, 11 February 2008 (PST)

Okay! I'll start talking! I recall being for mage doubling only applying during startup. The idea behind mage doubling was to give mages a way to not be total defenseless squishies right out of the gate, and a cheaply-obtained barrier, movement, and attack kit really does help that. But once a mage is established? Doubling all the time just makes it crazy-easy to get powerful fast. Limit it to a "central concept?" That would only work if we sat down and codified the things that "central concepts" can and can't do. Otherwise everyone would just app whatever spells they wanted and say "oh yeah it's ice elemental" or "oh yes and it's very Orderly", and... no. As for only applying to CTs... well, maybe it's good, but I don't like it, so nyaaah. Pamela 12:28, 11 February 2008 (PST)