sarracht wrote:Doh, reading comprehension fail. Moral of the story: don't write forum posts at 1am. Although (assuming I'm now reading correctly) Starfall and Circle of Shifting Shadows still wouldn't necessarily be immediately available as they cost negative energy.
No problem.
Regarding the fact that you may not have Neg energy available immediately, YES! That's totally a feature. Through a combat, you have to decide how much "true power" you expend vs. generate. When a new combat begins, you have to decide if you hit the range 10 jerk right now with Moonlight Ray, or if you close in (and thereby perhaps expose yourself to more danger) and use a less expensive spell. Same deal with Starfall.
Your decisions will matter. Running out of Neg will be one danger; putting yourself in a worse tactical position because you wanted to save Neg is another danger. Since danger = fun this means more fun. Yay!
sarracht wrote:Other than that, this system fixes some of my issues with the class's current setup. I like the suggestion of a new mobility tree and a lunacy tree would be amazing.
Cool.
sarracht wrote:I still dislike combo point systems in general, as well as the proposed negative energy's similarity to vim, and for those reasons I prefer donkatsu's system. But that's just my preference, it doesn't reflect any intrinsic problem with your design.
Well, my Neg isn't really like Vim. There's no one big spell to recover a bunch of it. There's no spell to allow you to cast with Life instead of it. There's no option to get some of it back when jerks hurt you.
The decay / regen is similar ... but everything is similar to something, if you look. The current Neg has a decay which is similar to Hate, but nobody gets fussed about that because they're different in other ways.
My Neg is different from Souls and Vim in lots of ways, so if it's similar in one way, that's ... not a problem, I think. Not in play anyway. Nobody will confuse one for the other.
Regarding combo points, yeah they take some getting used to, but they are perhaps the cleanest and least abuse-able choice from a designer's perspective. From a player's perspective, I guess they might rub your face in the fact that you're playing a video game, and thereby harm immersion, but that's easily fixed with some flavor overlays, like my thing about each point being a reflection of your own glory.
Then you just have Reflections (5 / 7) instead of Combo Points or whatever.