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Old 06-20-2013, 04:22 PM   #11
martinl
 
Join Date: Jan 2006
Default Re: DF Artillery Mages Noodling

Quote:
Originally Posted by Kromm View Post
I see your point, but then I'm reminded that warriors have tons of options...
Yep, there's an array of options, and to some extent those options layer and multiply.

Quote:
This trait gives wizards a little more choice in combat. Yes, they already get to choose spells, but in practice they fall back on a few of those.
In your proposal the wizard is choosing a spell (+a number of rounds to build the spell, and possibly hit location, determined attack, etc.) and dividing some discrete but quite possibly large number of points between 8 different leveled options that cost a different number of points each on the fly. I'm not saying it's impossible, but even a cut down version of the advantage enhancement system is a bit much to juggle in combat.

Quote:
settle on favorite enhancement bundles.
I'd actually lean towards strongly encouraging them, for the reasons mentioned above. Maybe you pay X points for each Y% worth of enhancement, and then allow a perk for a "combo bonus" for predefined allocations that doubles the total allowed Y for that combo.

Quote:
I personally think that "toss a blast of energy every turn" is terribly boring, which is why I'm not in love with an approach that goes in that direction.
IME, scouts lurve "shoot an arrow every turn" in combat, so I'm not sure that swapping the fancy bow and quiver of trick arrows for a bandoleer of wands and bevy of missile spells will make it boring.
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artillery mages, dungeon fantasy, go boom


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