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#1 |
Adept
Join Date: Jul 2009
Posts: 137
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What's the penalty for trying to cast spells without mana?
I've read that mages used to have spell called Globe of Invulnerability, which got removed from the game because it made mages invincible. As I though it sounded like a nice spell I came up with an idea on how to balance it.
How about making it cost more mana than a Mage can have? I don't know the exact penalties for casting spells without mana, but I've heard that doing so can cause permanent damage on your stats and make your @ pass out. If players would risk fainting from casting the spell, they wouldn't do it during a battle. But players who like to gamble could still do it before. In other words, the Mage would cast Globe of Invulnerability on dlvl 99, and if everything goes well he or she would be invincible during the first part of the battle. But the mage passes out from casting, there would be a small risk of a wandering monster sneaking up on him/her while (s)he's unconcious. Getting stats ruined forever wouldn't be fun either and like all those self-buff spells in Angband the duration of GoI would be random. Another spell idea I came up with was the ability to cast Aquirement or *Aquirement* at the cost of more mana than a player can have. Wouldn't it be possible to balance that too so that some gambling-minded players would use it for extra excitement while those who like to play it safe never would use it? I understand that the developers have much more important things to balance/code/etc than to listen to ideas from the forum, but to me it doesn't matter that much. I think it's fun to just discuss! So what do you say, would it be possible to balance Globe of Invulnerability or Aquirement/*Aquirement* by giving them unaffordable mana costs? |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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When you try to cast a spell but lack the mana, the failure rate of the spell is increased by 5% for each missing mana point (up to the standard max 50% failure rate before taking into account stunning and amnesia). Also, if you fail, the following happens:
* You are paralyzed, ignoring free action, for 1 game turn plus 5 for each missing mana point. * At 50% odds, your CON is reduced (at a further 25% odds, permanently -- so, 1/8th chance of a permanent CON reduction) That's it. This is all taken from cmd5.c, by the way. If you want to introduce a spell that intentionally costs more mana than you can have, then you should also tweak the rules for mana overexertion. They currently assume that you're desperate anyway and thus don't overly penalize you (beyond paralyzing you in a situation where you badly needed to cast a spell, anyway). Making GoI work this way makes some sense, since you have to cast it shortly before going into combat, so if you fail, there's a good chance you'll get ambushed. But I don't see this remotely working for Acquirement et al. In general, spells that give the player items are broken or useless, depending on the items in question. We already see this with branding spells. |
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#3 | |
Adept
Join Date: Jul 2009
Posts: 137
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Quote:
It wouldn't make that much sense to put an aquirement spell in the game, I was just toying with the idea to challenge myself by trying to come up with a way to balance it. But do you think it would be possible to re-introduce Globe of Invulnerability this way? Or do you think it's an hopeless task to find the right balance between everyone thinking it's not worth the risk and it being a no-brainer choice to activate GoI before the last battles in the game? |
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#4 | |
Adept
Join Date: Jul 2007
Posts: 217
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Quote:
thus casting it with a serious risk of paralysis would be an invitation to death. Also, a spell that you only cast for one baddie seems a bit odd. dave PS. GoI was seriously unbalancing.. that's what made it cool! ![]() |
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#5 | |
Adept
Join Date: Jul 2009
Posts: 137
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#6 | |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 45
Posts: 227
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