Fallen
09-17-2004, 09:41 AM
NOTE: This was originally posted on the SR forums. I thought I would throw it up here as well.
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I am a firm believer that Gemstone should become fully self-cast. There has already been some spell alteration and mechanics changes towards this eventual goal. However, I believe many more changes are needed before a Self-cast environment is fully realized.
First, and most obviously, all spells should only be able to be cast upon oneself. Spells such as "Dims", "Blues", and "Powerful looks" will all only be available to those with the ability to cast the spell, or invoking the magic from a scroll or device.
The exception to this standard is through lore training. Currently, several spells that are normally self-cast are able to be placed upon others if the caster has sufficient training in the appropriate lore. However, durations are capped, and you cannot simply cast 4 hours of continuous protection.
Mass/Group spells would no longer stay in effect should those that receive the spell leave the group for more than a set amount of time (1-3 minutes). This time buffer would allow those that accidentally fall out of a group to have a chance to rejoin. Only those that stay joined to the caster will continue to receive the defensive benefits from the spell in question.
What would the effects of such a change entail?
First, there would be greatly reduced begging for spells. Four hours of free DS would no longer be readily available, and squares and pures alike would have to be more careful and skilled to uphunt, or when hunting certain creatures.
Second, squares would place more emphasis on training in Arcane Symbols (Scroll Reading), and Magic Item Use. By the time such spells are considered "needed" to hunt, a square should have more than sufficient training to utilize whichever spells are "required" to hunt in a given area. The availability of such items is already common, and with the introduction of Player Owned Shops and Scroll Infusion, these items are certainly not going to be difficult to procure.
Third, group hunting would become even more enticing. Instead of taking all of that easily obtained extra DS for granted, the defense shall be considered as it truly should; a bonus. There is already an EXP enhancer for hunting in groups. With the eventual inclusion of the Guard/Protect and Combat Leadership features, group hunting may become quite popular, but by no means necessary.
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I am a firm believer that Gemstone should become fully self-cast. There has already been some spell alteration and mechanics changes towards this eventual goal. However, I believe many more changes are needed before a Self-cast environment is fully realized.
First, and most obviously, all spells should only be able to be cast upon oneself. Spells such as "Dims", "Blues", and "Powerful looks" will all only be available to those with the ability to cast the spell, or invoking the magic from a scroll or device.
The exception to this standard is through lore training. Currently, several spells that are normally self-cast are able to be placed upon others if the caster has sufficient training in the appropriate lore. However, durations are capped, and you cannot simply cast 4 hours of continuous protection.
Mass/Group spells would no longer stay in effect should those that receive the spell leave the group for more than a set amount of time (1-3 minutes). This time buffer would allow those that accidentally fall out of a group to have a chance to rejoin. Only those that stay joined to the caster will continue to receive the defensive benefits from the spell in question.
What would the effects of such a change entail?
First, there would be greatly reduced begging for spells. Four hours of free DS would no longer be readily available, and squares and pures alike would have to be more careful and skilled to uphunt, or when hunting certain creatures.
Second, squares would place more emphasis on training in Arcane Symbols (Scroll Reading), and Magic Item Use. By the time such spells are considered "needed" to hunt, a square should have more than sufficient training to utilize whichever spells are "required" to hunt in a given area. The availability of such items is already common, and with the introduction of Player Owned Shops and Scroll Infusion, these items are certainly not going to be difficult to procure.
Third, group hunting would become even more enticing. Instead of taking all of that easily obtained extra DS for granted, the defense shall be considered as it truly should; a bonus. There is already an EXP enhancer for hunting in groups. With the eventual inclusion of the Guard/Protect and Combat Leadership features, group hunting may become quite popular, but by no means necessary.