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Originally Posted by b-dog
I am thinking that before a spell is cast I will roll a d6, a 1 will be a very high mana, a 2 will be a high mana, a 3 or 4 will be normal mana, a 5 will be low mana and a 6 will be no mana. This will allow mages to cast spells most of the time but magical creatures will lose fatigue at 1/6 the rate of a no mana zone. What do you think about something like this to keep mana dependant creatures away and at the same time allow spell casting?
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It could work if that's the flavor you want. Myself I would find the extra roll tedious, but if you dig it, go for it! (By the way, I want to play in this game as a Mage with animal (dinosaur) control and as Luck as often as you would allow)
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Originally Posted by b-dog
If anyone has a better idea to allow spell casting but sort of keep magical creatures out then let me know, it would be useful. Thanks.
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I Like the Tech interference. Maybe it's actually old mana-tech and they recharge their batteries by drawing on local mana causing a sink. Or maybe the pylons are programmed to keep magic critters away with some sort of anti-magic defense system.