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#129 - 11/29/07 02:02 PM
Re: Detect magic
[Re: sabu]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I think detect magic should be level based rather than a skill or spell. Magic is so pervasive in our world that it only makes sense that everyone should be able to get a feel for the stuff to some extent. Perhaps only those with magic levels could see the exact bonuses conferred, but every level 10 person who can tell that a weapon needs 89% to wield can tell that there's some magic in it, after level 30 they should be able to recognize the basics of any enchantment. Any thoughts?
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#149 - 11/30/07 08:11 AM
Re: Detect magic
[Re: carmy]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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The premise I'm working off of here is that powerful magic is prevalent in our world. This means that during the course of any given character's life they will interact with the same enchantments over and over again. From this point forward it depends on how we are imagining enchantments from a flavor perspective.
Since we have discernable game effects from enchantments (crits appearing, an increase in the protection shown by the 'protection <limb>' command, required % wield displayed when looking at a weapon) we can either assume that: 1) Characters can not determine any difference between an unenchanted item and an enchanted one OR b) Characters all have some level of affinity for magic, including non-magic guilds OR 3) Magic interacts differently with different guilds
It should be clear from the fact that any character can see required wields, any character can tell the difference between two identical armour pieces with different enchantments, and damage types showing up when fighting that 1) is debunked entirely. It's still a valid way to approach magic in a fantasy setting, but it's not how we at Darke envision it.
For the same reasons I am touting option b) as the way we should be treating enchantments. There is little real benefit beyond forcing non-magic guilds to get someone with detect magic to look at items for them (which is not to discount the usefulness of player interaction) in deciding that different guilds interact with enchantments differently.
Further, I would be all for enchantments that have some innate "feel" to them, for scalability within identification. For instance, if flame blade's added aspects of fire to a weapon we could have messages depending on WHO looked at the item. For instance: Levels 1-10 - An unidentifiable warmth radiates from this weapon. Levels 11-20 - Flames seem to wreath this weapon. Levels 20+ - <flame strength> fires burn in this weapon. What this would accomplish for guilds who don't have detect magic is allowing anyone who plays to tell the basics of what a weapon might do while avoiding telling those without detect magic the exact names or strengths of the enchantment(s) present.
The system we currently have is number 3) I've listed. There doesn't seem to be much beyond the status quo in support of this way of doing things, but I'm just one person. Would anyone care to voice their opinion?
As an aside, spell sense is easily one of the more useful extras a character can have while detect magic does suffer from exactly what Sabu said originally - at 10% I can look at an item 100 times in a minute and see everything on it, so there's no difference between that and looking at it one time with 200%.
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#154 - 11/30/07 08:39 AM
Re: Detect magic
[Re: Cerberus]
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sabu
journeyman
  
Registered: 10/22/07
Posts: 88
Loc: wisconsin
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And just another goofy thing with Detect, when you look at a weapon its say +5 to what ever acc,puis, and what not, but when flame,cold and the other spells all it says is flame or icy or bless and no + or * to it.
I understand that the + is needed for acc, puis and others so the chanter knows how many more times he/she needs to enchant it to get to full, but for the people that don't know how much % wield each star gives for each flame,icy and so forth it could be deceiveing. I understand that people don't charge much for them enchants but if people are asking for certain enchants at a certain * and thechanter/cleric and so forth puts something else on there, well that really blows for that player buying the weapon. Same goes for True armour, unless you know the exact protection given for a *6 and the enchanter only puts a *2 on it you are screwed. It would just be nice if the * of the spells would show up instaed of just flame blade.
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#172 - 11/30/07 01:25 PM
Re: Detect magic
[Re: sabu]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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I agree that the power level of enchantments should be revealed, but I'd say those should be reserved for detect magic. That would add another layer of effect, too. Letting just anyone see the basics, higher levels recognize effects, and actually trained folk determine exact power levels makes me happy... in theory.
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#189 - 12/01/07 07:43 AM
Re: Detect magic
[Re: carmy]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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It seems like the type of system you're describing here is something to the effect of what LOC had. Something where the more you do it, the better you get at it. So, the more you're exposed to magical items, the better you would get at detecting enchantments upon them?
Is that it, or am I misunderstanding.
I don't mind the level idea, but is that overall, or magic level?
In effect, yes. "The more you do it" would be replaced by overall level, since it effectively represents your exposure unless you're an astetic hermit. I don't think that there's a good reason to make it more complex than overall level though.
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