Mages - my idea

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What do u think aboud my idea?

Yes, necro skill only for necromancers, runes for runecrafters, and nature magic for rangers
2
29%
Yes, necro skill only for necromancers, runes for runecrafters, but nature magic for all mages
3
43%
No, that is silly idea
2
29%
 
Total votes: 7

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dromaczek
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Mages - my idea

#1 Post by dromaczek »

Hi
IMO all mages are too similar, and nature magic is no for mages:)

First, i think, than *ONLY* necromancers (or dark priests) should use necromancy magic and *ONLY* runecrafters should use runes. The game will be more balanced, and better with this change.
Second, imo only (maybe *ONLY*:-) rangers (or druids) should use nature magic, or nature magic should be very hard to learn for other classes (especially mages:).

Centraily, melkor as good should give some necro-skill, nature magic from forest god etc...

Guys, what do u think about it?

The Cosmic Gerbil
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#2 Post by The Cosmic Gerbil »

I agree :) Only rangers and druids should be able to learn nature magic. That makes the classes more interesting and original.
Cosmic Gerbil (r)

Skizzaltix
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#3 Post by Skizzaltix »

Yeah, this is a good idea--I also get annoyed with the 'No matter what mage you pick you end up the same in the end' sort of thing.
Last edited by Skizzaltix on Thu Nov 02, 2006 3:53 pm, edited 1 time in total.

dromaczek
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#4 Post by dromaczek »

That is no my bad ideat to write like that. I cant speak english good:( SORRY
Skizzaltix wrote:
Just to nitpick on spelling...
[...]
Please don't get me wrong about this--I don't mean to start a flame war.

Skizzaltix
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#5 Post by Skizzaltix »

Okay. I'm fine with that, I understand that english is one of the most frustrating languages to learn.

Atarlost
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#6 Post by Atarlost »

Nature magic is designed as one of the core magic skills. Restricting necromancy wouldn't be so bad, but restricting nature magic would be a problem. More than any other school it relies on multi-school spells. There is a temporal/nature spell, an air/nature spell, and an udun/nature spell.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

elibolas
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#7 Post by elibolas »

I'm not in favor of restricting magic schools. If anything, I'd like to see some more of them become available through FF quests or other means.

-- Eli Bolas
To the dismay of those that stood by, about the body of Saruman a grey mist gathered .... For a moment it wavered, looking to the West; but out of the West came a cold wind, and it bent away, and with a sigh dissolved into nothing.

dromaczek
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#8 Post by dromaczek »

elibolas wrote:I'm not in favor of restricting magic schools. If anything, I'd like to see some more of them become available through FF quests or other means.

-- Eli Bolas
:o

ehm, but when it is like now, all clases mages all the same. Its bad, because tome is too easy.. Playr should chose what he want be, not the game could give for him ULTIMATE NECRO SORCEROR at the end...

elibolas
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#9 Post by elibolas »

Oh I don't know. They can't all be the same. Some schools can't be used together: Mana/Geomancy, for example.

-- Eli Bolas
To the dismay of those that stood by, about the body of Saruman a grey mist gathered .... For a moment it wavered, looking to the West; but out of the West came a cold wind, and it bent away, and with a sigh dissolved into nothing.

dromaczek
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#10 Post by dromaczek »

elibolas wrote:Oh I don't know. They can't all be the same. Some schools can't be used together: Mana/Geomancy, for example.

-- Eli Bolas
They are the same.... necromancy for all mages, runecraft skill for all mages, thaumarcy for all clases, mana for all clases etc...

I will say again. IMHO necro skill only for necromancers, runes for runecrafters etc...

elibolas
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#11 Post by elibolas »

But I'm having great fun with a character right now that has some necromancy -- and a swordmaster to boot. I like the combination, and want to keep that option open!

-- Eli Bolas
To the dismay of those that stood by, about the body of Saruman a grey mist gathered .... For a moment it wavered, looking to the West; but out of the West came a cold wind, and it bent away, and with a sigh dissolved into nothing.

dromaczek
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#12 Post by dromaczek »

elibolas wrote:But I'm having great fun with a character right now that has some necromancy -- and a swordmaster to boot. I like the combination, and want to keep that option open!

-- Eli Bolas
Bt the idea of game isnt play ALL-IN-ONE character... player must chose at beginning... or some make some chose... at now a lot of character is all-in-one mages, or all-on-one fighter,... its SILLY

elibolas
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#13 Post by elibolas »

Sure, but my idea of a character isn't one-dimensional, a character who can do only one thing well. Then there really would never be any differentiation between characters. If only necromancers could use necromancy, and necromancers couldn't use anything else save necromancy, then all necromancers would be the same.

-- Eli Bolas
To the dismay of those that stood by, about the body of Saruman a grey mist gathered .... For a moment it wavered, looking to the West; but out of the West came a cold wind, and it bent away, and with a sigh dissolved into nothing.

Atarlost
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#14 Post by Atarlost »

My preference is to condense all superclasses to single classes where possible. Obviously that doesn't really work for priests, and demonologists and possibly unbelievers need to stay seperate from other warriors, but I don't like restrictions like no mana with geomancy. I don't think you should have to make any but the most basic choices at charachter creation. Skill choices should be made at level up.
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Lord Estraven
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#15 Post by Lord Estraven »

I have to agree with Atarlost on this... The whole point of the schools system was to allow customized characters. Excessive restrictions undermine that.

Of course, I'd have no problem if you (or someone else) went and implemented it in a "ToME Classic" module...

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