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> Magic, anything new
raistlin
post Sep 13 2005, 10:25 PM
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One of my characters in elder scrolls 3 was a wizard,after countless days of using him and becoming fairly high level i realied the range of spelles was kinda small.I dont mean to complain but if youve ever played baldurs gate or dungeons and dragons the spells varied so much more,like magic missle, flaming hands,windstorm.Im trying to say that magic was pretty much just different variants of power for each spell.Nothing unique like spells in other games.Will there be a difference in oblivion?
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Intestinal Chaos
post Sep 14 2005, 03:38 PM
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I have a feeling there will be.

PS: Nifty Dragonlance name, I had a feeling that we'd get someone on the forums with this sn. Someone always makes it once.
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ShogunSniper
post Sep 14 2005, 09:16 PM
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Master
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i believe it has been said that magic is revamped, but they havent said much about it.

be patient biggrin.gif i have a feeling that they will be releasing info on the magic system very soon.


PS; i LOVE dragonlance chronicles

This post has been edited by ShogunSniper: Sep 14 2005, 09:16 PM


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Soulseeker3.0
post Sep 14 2005, 09:43 PM
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yes my problem with the spells is the mana, if you think about it, not to many really good kill spells can be done with 200 mana, In my book anyways.

DragonLance sounds hamiliar but can't say i've heard of it. author?


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This was pretty unusual, because most children at his age wanted to become great warriors, known all through time as saviors of, well, anything - Toroabok
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raistlin
post Sep 14 2005, 09:52 PM
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The auther (the best ones) are by Margeret Weis and Tracey Hickman.

and if the games let me im going to pull off a raistlin (kill the gods,become the only god, you know all that jive)
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raistlin
post Sep 28 2005, 12:11 AM
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I guess thats the end of this one.
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HardCode
post Sep 28 2005, 07:02 PM
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Joined: 26-September 05



Oh, there is a whole laundry list of things that I hope are changed about the magic.

1. Magicka should increase just like Health and Fatigue. On the other forum, someone tried to compare Magicka with Strength and Skills (i.e. a Fighter gets only 100 Strength/Longsword, so a Mage only gets 100 Magicka). This is a bad comparison. Mages "shouldn't" have the most important things that fighters have ... Health and Fatigue. They should have less if you role-play your skills selection and increase the ones important to magic at levelling up. However, they should have ever-increasing Magicka as you level up.

2. Too many variations of the same spell. Even the EXACT same spell just had a different name in MW. There should be one of each spell effect. The magnitude should be based on the characters Level and skill in that school of magic's skill. So, one fireball, maybe 1 to 10 points in 5ft radius at Level 1, and 100 to 1000 points in a 50 foot radius at level 74. Of course these are example numbers and should be balanced compared to Oblivion's monsters' hit points.

3. Less costly points-to-cast for custom spells. You could buy a spell that takes 10 points of magicka to cast, but creating the exact spell with a Spellmaker could cost 20 points to cast. This doesn't make sense.

The problem with MW was that a pure Mage could NEVER cast enough spells to really level up their magic skills without training.


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ShogunSniper
post Sep 28 2005, 09:42 PM
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QUOTE(HardCode @ Sep 28 2005, 03:02 PM)
2. Too many variations of the same spell. Even the EXACT same spell just had a different name in MW. There should be one of each spell effect. The magnitude should be based on the characters Level and skill in that school of magic's skill. So, one fireball, maybe 1 to 10 points in 5ft radius at Level 1, and 100 to 1000 points in a 50 foot radius at level 74. Of course these are example numbers and should be balanced compared to Oblivion's monsters' hit points.
*


precisely what i've wanted to say.
in MW if you bought a weak spell and became this all powerful mage, that spell was still weak.

instead of buying a spell: Fire Damage 10-20 Points On Target Within 20 feet

it should be: Fire Damage On Target Within 20 feet, and the magnitude is based on your skill

or even: Fire Damage On Target, with magnitude and range based on skills

This post has been edited by ShogunSniper: Sep 28 2005, 09:42 PM


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raistlin
post Sep 30 2005, 09:49 PM
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Thats exactly how i feel hardcode,if this stuff is changed in morrowind it will become the perfect game for me.
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HardCode
post Sep 30 2005, 09:56 PM
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That was one of the reasons why playing a pure mage was a disadvantage. You could never use enough magic to level up, and even if you tried, it would take 5 Greater Fireball spells to kill anything more than a Rat or Cliff Racer, so that would get "unexciting". And, there was no in-between. Gods Fire took 135 Magicka Points to cast and you had a low chance to cast it, even with Destruction at 70+. I am sure (I hope!) that it is more balanced and progress-oriented in O.


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plagusthewise
post Oct 7 2005, 11:55 PM
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Joined: 4-October 05



a big difference, oblivion will set the new standared
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