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+  Solace MUD Official Forum
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| |-+  Ideas
| | |-+  some ideas about invoker
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Author Topic: some ideas about invoker  (Read 5271 times)
Durewn
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« on: April 21, 2006, 12:31:09 pm »

Played as priest i enjoued having huge damrol, allowing you even without enhanced damage deliver nice damage from hand.

And I thought that mages miss that oppotunity, because they have no skills like mace swing, so:

- somespells should be affected damageroll, fork lightning pretty similar to swing so, let forklightning depend on it.
- spells should depend from weapon you wield, you want nice fork lightning: wear trident and massage should be:
Invoker strikes with his trident and two lightnings dart off its toothing.
 Chain lightning firechain - Use flails!
fireball? Hold sling. cone of cold? Hold funnel etc...


- when damage typoe of spell same as damage tipe of weapon - damageshould increase, opposite negated or absorbed

- animate weapon should work another way: you animate wepon and then hold it. After that this alive weapon acts depending on it's type
it doesn't need fighting skills of invoker. let it have for example 5 attacks and some random special. if shield animated, let this shield bash, shieldblock and... spank opponent if his race is minotaur

- spells miss as often as low hitroll you have, when your hitroll 100 you do not miss 50, halph of spells missed.

- interposing hand should interpose! You cast c fork hand says: "No no no!" I think fireball should be perfect! and you cast fireball. Same with opponent: tryes to bash you? "No no no" and forces opponent trip Captain of guards passing neaby
lich casts PWK, "no no no" c 'cure mortal' etc and vice a versa.

-     incendiary cloud should set on the fire, maybe tells some jokes? "Niviilit your horns smaller then my little toe" and check the wind! if saveing throws failed wind blow away cloud to next room (if direction check right)

- tsunami. ic can be casted only on water, so let it raise treasures from the underworld.
c tsunami
tsunami raises treasure chest from the bottom of the sea. you gain 1000 gold.
c tsunami
tsunami raises soul of captain. Soul thanks you and attacks your opponets
Soul punch does unspeakeble things to Narin.
c tsunami
tsunami raises sinked ship from the bottom of the sea, you board it and sail away.
Durewn flees from combat boarding a boat. destination same as teleport, but (!) it should be sea!

- swarm of meteors. Should breack flour in buildings and fight moves down, You start on 3rd flour of pax baracks and end fight on first! or in Netherworld.

That is all seems, if I notice some more usefull facts, I'll post them of course.

P.S. place practice chamber on Graveyard, running to practice spells - comedish. :-)
« Last Edit: April 21, 2006, 12:34:01 pm by Durewn » Logged
Quino
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« Reply #1 on: April 21, 2006, 02:58:23 pm »

- somespells should be affected damageroll, fork lightning pretty similar to swing so, let forklightning depend on it.

Too bad for invokers to get stuff that affects both hp/mana and saves/dr hr.
Damroll should be important for fighterlikes only.

- spells should depend from weapon you wield, you want nice fork lightning: wear trident and massage should be:
Invoker strikes with his trident and two lightnings dart off its toothing.
 Chain lightning firechain - Use flails!
fireball? Hold sling. cone of cold? Hold funnel etc...

Way to make invoker uberpowered with hard hitting earth/air spells (for example, just hard to get earth/air resists)

- when damage typoe of spell same as damage tipe of weapon - damageshould increase, opposite negated or absorbed

Um, how do they depend? It's better to make fire spells more powerful with ring of fire, etc.

- animate weapon should work another way: you animate wepon and then hold it. After that this alive weapon acts depending on it's type
it doesn't need fighting skills of invoker. let it have for example 5 attacks and some random special. if shield animated, let this shield bash, shieldblock and... spank opponent if his race is minotaur

Sounds nice, but it will be hard not to ruin balance.

- spells miss as often as low hitroll you have, when your hitroll 100 you do not miss 50, halph of spells missed.

Same as with damroll.

- interposing hand should interpose! You cast c fork hand says: "No no no!" I think fireball should be perfect! and you cast fireball. Same with opponent: tryes to bash you? "No no no" and forces opponent trip Captain of guards passing neaby
lich casts PWK, "no no no" c 'cure mortal' etc and vice a versa.

Sounds like interfering hand Smiley

-    incendiary cloud should set on the fire, maybe tells some jokes? "Niviilit your horns smaller then my little toe" and check the wind! if saveing throws failed wind blow away cloud to next room (if direction check right)

- tsunami. ic can be casted only on water, so let it raise treasures from the underworld.
c tsunami
tsunami raises treasure chest from the bottom of the sea. you gain 1000 gold.
c tsunami
tsunami raises soul of captain. Soul thanks you and attacks your opponets
Soul punch does unspeakeble things to Narin.
c tsunami
tsunami raises sinked ship from the bottom of the sea, you board it and sail away.
Durewn flees from combat boarding a boat. destination same as teleport, but (!) it should be sea!

- swarm of meteors. Should breack flour in buildings and fight moves down, You start on 3rd flour of pax baracks and end fight on first! or in Netherworld.

Bah, sounds magnificent. Totally agree!
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Akhulas
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« Reply #2 on: April 21, 2006, 03:01:15 pm »

doupt invoker spells should depend on damroll/hitrol

but idea about fork and trident - rather nice imho Smiley
same as tsunamy


sorry, i'll switch to russian
похоже хорошая трава иногда помогает придумывать клевые идеи Smiley
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Rialon
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« Reply #3 on: April 21, 2006, 03:39:38 pm »

Yea, quite a brainstorm.  Smiley

I agree with the above authors about dependancy on dr and hr and new ways of how spells work.
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deda
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« Reply #4 on: April 22, 2006, 12:24:09 am »

You forget the spellpower?
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Make yourself all honey
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schelkunchik
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« Reply #5 on: May 03, 2006, 09:37:06 pm »

perhaps intelligence could affect spell damage, for example to add 1d (int - 15) damage
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