| Valandur |
I wanted to throw this idea out there and see if its something that people have an interest in. It's a combination of a couple of ideas I've been kicking around in my head, and in a few threads.
There's a lot we still don't know about things like advanced item creation, spell research and recipes, so I'm doing some guessing that might be totally off base to what the Dev team has planned so far.
Accepting a few things, like spell creation, experimentation (to some degree) will be possible, and accepting that some concepts can be learned by finding ancient writings.
What if it were possible to transcribe things like certain rare components could be used to create variations of spells, or certain crafted items could be created/enhanced by using specific rare materials into books or scrolls that can be traded or sold? Say your Mage discovered that using Dragonwood instead of live oak in a staff recipe resulted in a new type of staff with nice properties. Or a crafter finding an ancient scroll with a previously unknown recipe for an item being able to transfer that knowledge into a book that could be sold or given to others?
I'm also thinking that some combat unit formations, or specific tactics that work well against specific enemies could be unlocked by finding ancient writings in dungeons, or within a Dragons treasure horde. These could be 'learned' and later written down and passed on to others.
There should be a limit to the amount or number of things that could be transcribed onto a scroll and into books. But it would be a way of transferring knowledge, perhaps even creating a scribe trade that would be sought after to transfer those things into written form?
If these things, spells that enchant, recipes that can be used and new formations for unit combat, once read we're then "learned" by that character as opposed to be just taken from a wiki, they would become commodities and sources for many types of RP, player interaction, all sorts of fun stuff.
Say you learn that a reclusive Wizard possesses a tome (that he created) with a rare method that results in a powerful item being created. He plans to meet with another Wizard and sell the tome. But you hire the services of a thief to break into his tower and steal the tome, or employ a mercenary band to assail the tower and secure the tome before the transaction can take place? Seems like a way to spark lots of player interaction.
I know this is full of holes, but maybe it's something that would be interesting?
| Darsch |
absolutely no player designed spells. its a nightmare when you allow players to create stuff that fall under class abilities even within very confined systems for it.
as far as your staff creating example, stuff like that i am all for. as far as the rest being learned from scrolls and such, that's far to close to wow theme park territory for me.
Being
Goblin Squad Member
|
I actually wasn't thinking spells when I urged the ability to create persistent placeable tomes and scrolls, but regarding crafted spells they wouldn't be player designed. They would be crafted using GW/Paizo designed recipes, components and their planned spell list.
You are right that placing custom magic in the hands of players would be foolish.
OmniChaos
Goblin Squad Member
|
It would really depend on the system. I have played MMO's where your skill/spells start out as "beginner" then you find/buy/make/research books to access the more advanced versions. Even learn new spells/skills, granted they were mostly fluff types sense all the "battle" ones you learned thru leveling.
Which would be the only iffy thing to me. I would not like someone lower level knowing a more powerful spell because they found it or had access to something that a higher level did not, it kinda takes away the point of training your skills if a tome grants something as good or better to you. But maybe I read it wrong, just sounds like that to me.
So really its going to rely alot on the system used for these ideas. The ideas themselves are not bad, its just the execution thats cause for concern.
P.S. Anyone in the tome trade better know how to deal with symbol magic, that tome may just kill you if your open it willy nilly. ;)
| Valandur |
It would really depend on the system. I have played MMO's where your skill/spells start out as "beginner" then you find/buy/make/research books to access the more advanced versions. Even learn new spells/skills, granted they were mostly fluff types sense all the "battle" ones you learned thru leveling.
Which would be the only iffy thing to me. I would not like someone lower level knowing a more powerful spell because they found it or had access to something that a higher level did not, it kinda takes away the point of training your skills if a tome grants something as good or better to you. But maybe I read it wrong, just sounds like that to me.
So really its going to rely alot on the system used for these ideas. The ideas themselves are not bad, its just the execution thats cause for concern.
P.S. Anyone in the tome trade better know how to deal with symbol magic, that tome may just kill you if your open it willy nilly. ;)
I understand your concern. Maybe if a low level were to find, or be given, a book with a high(er) level spell, or ability. It would have prerequisites to learning that spell or ability? Eve does this and it works well keeping people from leapfrogging into stronger abilities then they should have.
Would that lessen your concerns? It would be more fair IMO.
| Valandur |
absolutely no player designed spells. its a nightmare when you allow players to create stuff that fall under class abilities even within very confined systems for it.
as far as your staff creating example, stuff like that i am all for. as far as the rest being learned from scrolls and such, that's far to close to wow theme park territory for me.
I agree, no player designed stuff.
I'm seeing these books and scrolls as being fairly rare, with only upper level spells, recipes or combat knowledge. They could start small and always add to them as the game progresses, like they will be adding content and such.
| Darsch |
It would really depend on the system. I have played MMO's where your skill/spells start out as "beginner" then you find/buy/make/research books to access the more advanced versions. Even learn new spells/skills, granted they were mostly fluff types sense all the "battle" ones you learned thru leveling.
Which would be the only iffy thing to me. I would not like someone lower level knowing a more powerful spell because they found it or had access to something that a higher level did not, it kinda takes away the point of training your skills if a tome grants something as good or better to you. But maybe I read it wrong, just sounds like that to me.
So really its going to rely alot on the system used for these ideas. The ideas themselves are not bad, its just the execution thats cause for concern.
P.S. Anyone in the tome trade better know how to deal with symbol magic, that tome may just kill you if your open it willy nilly. ;)
something similair to the spell books that teach higher ranks of abilities in everquest 2?
Dakcenturi
Goblinworks Executive Founder
|
Just a note this has been discussed pretty extensively here as well:
Also, they noted that we could create spellbooks:
Our intention is that Wizards will all have access to craft skills to disassemble and reassemble spellbooks (likely based on the Spellcraft skill, naturally). So if you loot a few spellbooks that each have one or two spells you want and several you don't, you can take them apart (into individual spells) and then create a new book with just the ones you like (and sell the rest or save them for later). There will likely be "research wizards" that find a niche making cool books for other wizards that don't want to fiddle with the crafting system.
This will be one of the main focuses of my guild MAGI