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Some quick battle notes

Some quick battle notes

Damage types:

  • Damage from mundane  (being whacked with a club or cut by a sword)
  • Damage from magic
    • Fire damage
    • Ice Damage
    • Mystical Damage
    • Electrical Damage
  • Armor / shields that protect from mundane
  • Protection from magic
    • Protection from fire
    • Protection from ice
    • protection from mystical
    • protection from electrical

 

Players can mine crystals which can be used to create enchantment kits that are then enchanted at the time the player trains the unit. The mana is taken from the player’s mana pool.

You don’t research “magic swords” but instead would take a mundane sword and equip a fire magic kit with it. Players can equip multiple kits with their unit to make them increasingly lethal (but expensive) or defend against fire damage by using a defensive fire magic kit.

Update:

Based on the comments, it's clear some people are reading way way way too much into these journal posts.

It should also be noted that, like the research system, we reserve the right to toss out any system we want if we don't think it's fun. Any system, once implemented, will go through the beta process.  

127,173 views 80 replies
Reply #76 Top

The Magic system should be a lot like Magic the Gathering (as in fact Brad himself said at PAX while next to the WotC booth). Each Magic type is the source of the damage, not the damage type itself.

The question is what should those damage types be? There is no need to tie it to the "mana" types and I think that would be awfully limiting and constrained.

I think the original damage types are excellent. I would just want to see poison/disease/bio/corrosion added as others mentioned.

Also, I see a lot of posters assuming that protection of one type would offer no protection against other types. Why do you assume that? It isn't that way in Galciv and I don't think it should be that way in EWOM.

Fire protection 6 for instance might automatically give you 4 ranks of lightning protection (you don't burn after all), 2 ranks of protection against Freezing (effect of insulation) and 0 against Mystical. Rank 6 Freezing protection might offer an entirely different slider (4 against Mystical, 2 against lightning, none against fire), etc.

Reply #77 Top

The above suggestion still leads to a whack-a-mole, just a less severe one than the case where all defenses count for nothing against other damage types.  (In galactic civilizations 2, even though defenses were somewhat helpful against other types, they still weren't terribly useful unless the civilization using them had a research advantage or other bonuses.)

Reply #78 Top

I like that you can modify physical attacks to other types - without that, there'd be a real problem with traditional troops having a single damage type (mundane).  There's a similar issue with PnP D&D - you can pump armor class pretty easily, which means in a caster/fighter showdown, a caster can boost defensive capabilities and shrug off any physical attack easily, but a fighter has to boost multiple types of saving throws; that's one of the more subtle but sweeping balance challenges.   

Reply #79 Top

I like that you can modify physical attacks to other types - without that, there'd be a real problem with traditional troops having a single damage type (mundane).  There's a similar issue with PnP D&D - you can pump armor class pretty easily, which means in a caster/fighter showdown, a caster can boost defensive capabilities and shrug off any physical attack easily, but a fighter has to boost multiple types of saving throws; that's one of the more subtle but sweeping balance challenges.  

What you're describing is just an increase in the whack-a-mole problem  (In which case, the better solution would be to reduce the number of possible damage types, not increase it.).

Reply #80 Top

Yeah why not break up mundane damage more, into counters?

 

E.g. melee vs. missile

blunt damage vs. piercing damage

Cavalry shock vs. Infantry vs. siege vs. super-sized tooth and claw.

Sharp pointy sticks vs. cavalry

 

Also, only four spheres of magic is pretty stereotypical and probably boring. Even MoM through in law/chaos, and life/death on top of those.  D20 expands on that a bit more.  Maybe go back to the drawing board and envision a detailed, RPG-like magic system.