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Old 05-28-2009, 07:42 AM   #8
the_matrix_walker
 
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Join Date: May 2005
Location: Lynn, MA
Default Re: Dungeon Fantasy + Land of the Lost

Quote:
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?
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)
Quote:
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.
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.
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