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Old 06-27-2018, 01:51 PM   #31
Skarg
 
Join Date: May 2015
Default Re: Staff, mana, stored ST

Limiting staffs to recharging would also give more reason for wizards to increase their actual ST - otherwise I'm predicting a lot of ST 8 wizards.

Of course, there are two or more clear/easy levels of limitation possible, depending on how quickly a wizard can draw ST from the staff (and/or whether it takes time/concentration to do so):

* The least restrictive would be to say staffs can restore spellcasting fatigue immediately, but don't let you cast a stronger spell than your ST allows. This will only affect high-ST spells such as missile spells and Open Tunnel and so on, and will allow wizards with a lot of staff mana to cast many more spells per combat than otherwise.

* More restrictive would be if it takes a combat turn or a minute or less to recover fatigue from a staff. If it took a turn, then it could be used in combat but with a delay to recover ST. If it took a minute, it'd tend to only be usable between combats (though it might lead to buying time tactics, such as casting spells, run through a door and bar it for a minute while the wizards recharge from staffs, then re-engage).

* Even more restrictive would be if it takes like a minute per point. Then you'd still be able to recharge your wizards between fights until their staffs ran out, but there wouldn't be any tactics that would let you do it in the context of most all single combat situations.
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