[Idea]: Spell books

Some people have complained that the factions and soverigns are to similiar and that there is not enough difference between them to make them fun. They have suggested several ways to make them play differently, and thus add to the "fun" factor of the game, and I agree with these critisms.

Something I have thought about is spells, though. All the books have very similiar spells and don't feel unique enough. Also, unless you make a custom ruler, you get all the spell books anyway; so again not very much diversity in play.

My thought was this, make more spells per book, and only allow rulers access to 1 or 2 books, that way soverigns really do feel unique because of what spells they have access too. Also similiar spells would no longer be a problem but rather a good thing in some situations.  

5,746 views 7 replies
Reply #1 Top

I totally agree with the intentions behind this; I think the reason that the default sovereigns have all of the books is so that whatever shards they find will be useful to them.  Probably not the best way to handle this, though - I want to have to scrap and extend myself for my shard's kickbuttedness (and all shards should always be useful).  For multiplayer, you'd need to have a way to ensure a relatively close shard of your type (which is probably not easy to ensure).

Reply #2 Top

What if they had colorless shards that you changed to your color? To big of a change most likely.

I just hate having all the spell books, and having my opponent having all the spell books, and not having much pazaz to any particular one.

Reply #3 Top

I also think that there need to be some changes in this area.  Elemental is the spiritual successor to MoM.  One of the great features of MoM was that you had to choose between having a lot of low level spells from many traditions (Life, Death, Earth, etc.) vs being able to only cast from two traditions at a higher level.  This made the game highly re-playable because you could try out a bunch of different spell-book combos for custom characters.  I know we shouldn't be to slavish in copying MoM but Elemental's Sovereign generation system is capable of generating far few types of characters than MoM.

Reply #4 Top

I made a very large post about spells and spell books during the beta that seemed to go largely unused for the final game. https://forums.elementalgame.com/389694

Reply #5 Top

I am 60% sold on EWOM at this point, it is getting better; but what we are doing now feels more like beta testing than when we were beta testers. They are listening much better now then they did then, so there might be some hope that the spell books get some love. Then again, they are on a budget so maybe not. Lets just make sure we voice our oppinions so they can think about it, and if nothing changes it is their own choice.



Reply #6 Top

One thing is that the shards are always useful--they do increase essence by 10% per shard. It's not much, but when you hit 50 or 60 essence, getting another five or six essence for grabbing a shard isn't a bad deal. 

Reply #7 Top

allowing PCs to choose not to take spellbooks when the default sovs always take them is really inconsistent. either not taking a spellbook is too potentially gamebreaking, in which case everyone should always have them all and the option should be removed, or it's a useful strategy, in which case the AI should not take some as well.

i'm more inclined towards the former. in fact i think that starting inventory should be completely removed from character creation. with spellbooks it's completely stupid not to take them all (unless you like re-generating maps over again, which is an exploit and should not be encouraged), and with inventory it's almost always a waste of points in comparison to abilities that last for the entire game.

i don't think it's worth the extra customization when you think of the potential trap for new players. if you want to keep starting inventory, it needs to be completely rethought.

my two cents.