Re: Spells that ought to cost every minute
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Re: Spells that ought to cost every minute
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Re: Spells that ought to cost every minute
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Re: Spells that ought to cost every minute
I've been thinking along similar lines, though I took it a bit further. In the process of moving the spell list into my 'tiers' framework, I decided to re-evaluate duration (as well as ST costs) for many of them. I ended up aligning each spell to one of the following durations...
Immediate Short - 15 seconds (3 turns) Medium - 1 minute (12 turns) Long - 1 hour Very Long - 1 day Permanent @tomc has the right idea as well... there should be different design assumptions for spells in RPG vs. arena play. |
Re: Spells that ought to cost every minute
I changed the various DETECT spells in the other direction, though... those are designated as 'immediate' spells.
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Re: Spells that ought to cost every minute
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Re: Spells that ought to cost every minute
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Re: Spells that ought to cost every minute
Making enchantments cost per minute rather than per turn opens them up to use by heroes who lack the mana reserves of wizards.
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Re: Spells that ought to cost every minute
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Re: Spells that ought to cost every minute
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