Recharging spells

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uFiS
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Recharging spells

Post by uFiS »

This is my brainfart for the day. This is only half thought trough but I thought I'd post it to maybe have other people help finish the idea or to tell me to rather go play Diablo.

So here goes.

Weapon fighters (as opposed to spell fighters) has an endless amount of attacks - only limited by them dying. Casters has a limited fighting time - they run out of spells. This leads to co-op groups having to find resting spots for casters, some time standing around waiting for rebuffing. In PvP if the fight is not over by the time the caster has run out of spells this just leads to the spare Expeditious Retreat and the caster running for his life.

So my suggestion (assuming this is possible script or other wise) is to have the spells of casters slowly recharge - as if they were sleeping.

- The rate of recharge is the part I have not thought through properly but maybe a rate of 2 spell levels per round (rounded up). This would mean that a level 9 spell recharges in 5 rounds or 2x lvl 1 spells per round. This would leave lvl 1 arcane casters with unlimited magic missiles though, so a level based rate of recharge could be used, although a constant 1d4 damage would still be less than any fighter type.
- The recharge of spells would be sequential, meaning in the order you cast them.
- Wizards/Clerics gets the spells back that they have prepared and casted, Sorcerers get spell levels back.
- If implemented this would probably be done for other class abilities too like Monk Stunning Fist.
- Keep in mind that a long list of buff spells will have to be recharged first before any of the offensive spells are recharged and then all the offensive spells needs to recharge before the caster can rebuff.

I do realise that this contradicts the "spirit" of casters, but seeing as casters were actually developed for tabletop they are not 100% suited to a computer simulation of the game. Seeing as this is a combat based game, and other combat based games developed for computer gaming has ways for casters to recharge on the fly (mana potions etc) I do believe that this would be a viable option - assuming it is possible to implement.
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Rainswept
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Re: Recharging spells

Post by Rainswept »

Wow, I can't imagine anything that would unbalance the server faster.
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Korr
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Re: Recharging spells

Post by Korr »

Rainswept wrote:Wow, I can't imagine anything that would unbalance the server faster.
This

Lets start with off the top basics... between just haste and IGMS any enemy that a spellcaster could penetrate the SR on would be killable without rest. Run run run igms, run run run igms....
Fighters get an infinite amount of attacks because they do 2d6 + 1.5 str + items as the most damage (avg) for swinging a sword. 5 Times a round hoping to hit, igms averages something like 15x that amount...
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Shamedmonkey
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Re: Recharging spells

Post by Shamedmonkey »

Korr wrote:
Rainswept wrote:Wow, I can't imagine anything that would unbalance the server faster.
This

Lets start with off the top basics... between just haste and IGMS any enemy that a spellcaster could penetrate the SR on would be killable without rest. Run run run igms, run run run igms....
Fighters get an infinite amount of attacks because they do 2d6 + 1.5 str + items as the most damage (avg) for swinging a sword. 5 Times a round hoping to hit, igms averages something like 15x that amount...
While it would be entertaining to run around with unlimited amounts of implodes and greater restores, Korr is completely correct- Spellcasters already own most melee builds 9 times out of 10.
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Ryddwillow
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Re: Recharging spells

Post by Ryddwillow »

This

Lets start with off the top basics... between just haste and IGMS any enemy that a spellcaster could penetrate the SR on would be killable without rest. Run run run igms, run run run igms....
Fighters get an infinite amount of attacks because they do 2d6 + 1.5 str + items as the most damage (avg) for swinging a sword. 5 Times a round hoping to hit, igms averages something like 15x that amount..

This has some truth and some beat down. pray (as you are the mage) that the fat guy doesn't catch you cause you are dead. (IKD, IKD, IKD, etc) Pure barb and pure fighter have some haste on them and a mage has to stop to cast a spell, (ugly when that happens, get free staffs if you have disarm). Same goes as a pure Cleric-- doing alot of running and remember dc is like 50 per death. Make sure you have it is all.

Mining monk8
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Re: Recharging spells

Post by Mining monk8 »

Make sorcerors abolutely useless?


Seriously, it isn't that hard to rest =\

Ryddwillow
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Re: Recharging spells

Post by Ryddwillow »

Everything has to do with the builder and the person-simple. You suck at building, ask someone that is good in your faction. I still have some creditability. Wait what the heck is that? Just ask around and someone might help you.

uFiS
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Re: Recharging spells

Post by uFiS »

I can accept that people do not agree with this, or even find it useless, but it does seem to me that most of the people that replied did not read the whole post, or read it very selectively.

But with myself being away from playing online games for several years, I seemed to have forgotten the OMGWTF!?!?11~ / overpowered / underpowered / etc crowds. My bad.

I still think that this idea has merit, can be balanced to not be overpowered, will not change the mechanics of the various caster classes and will prevent the need for constant rest (and waiting for rebuffs) after every second or third spawn group.

Or people should not complain that my caster stands around doing nothing for most of the time - due to my spells being depleted.
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DM_Kim
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Re: Recharging spells

Post by DM_Kim »

I have had experience on other MMORPG's where casters had "MANA" that gaged the number of spells that could be casted. (Mana would very slowly recharge if you just stood there doing nothing. Resting would refill the mana.) Higher level spells used more mana, lower level - less. The spells were also governed by "Regents". You had to buy these regents, carry a huge load and variety of them. Run out of regents, you could not cast spells no matter how well recharged your mana was.

If out in the "wilds" you knew you would have to eventually find a "player's merchant" or a NPC that sold regents for a high price. Plus these other games limited the number of items one could carry in the pack, as well as the weight factor. So they also had/have even more limitations to casters no matter how you look at it, than NWN.

NWN is has neither regents or mana. That's just the way things are. You run out of spells, you rest, you have "X" number of spells you can cast again. No "regents" to go and buy or to weigh you down. Then when used up, off to a shop somewhere and go buy more. No mana to deal with that would take 20 to 30 minutes to auto recharge. unless you clear a rest area.

If people your in party with do not understand: "I am out of spells and I need rest" then that's their problem.

That's just the way things are for casters. That's the price they pay. If your group wants buffs, then they'd better be prepared to help you by making sure you have a safe place to rest.
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Korr
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Re: Recharging spells

Post by Korr »

uFiS wrote:Or people should not complain that my caster stands around doing nothing for most of the time - due to my spells being depleted.
This... if they do theyre stupid
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Bargeld
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Re: Recharging spells

Post by Bargeld »

A good player should know his companion's levels and prowess and therefore know when they are 'out of spells'. It only takes a couple buff - rest - rebuff cycles to know.
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Korr
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Re: Recharging spells

Post by Korr »

And know your spells and your area. Casting useless spells if just wasting your slots and time.
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frogofpeace
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Re: Recharging spells

Post by frogofpeace »

Korr wrote:
uFiS wrote:Or people should not complain that my caster stands around doing nothing for most of the time - due to my spells being depleted.
This... if they do theyre stupid
These people obviously don't need buffs, or maybe they just don't want buffs :roll:
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LinuxPup
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Re: Recharging spells

Post by LinuxPup »

I don't see spell recharging happening...
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Mining monk8
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Re: Recharging spells

Post by Mining monk8 »

@ Kim's thing on reagants, if spell recharge comes in (which it won't) , put on the DnD price and XP costs :twisted:
Last edited by Mining monk8 on Sat Sep 12, 2009 9:31 pm, edited 1 time in total.

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