Del Minturn wrote:
> I never did like memorizing spells! Maybe to learn them the first time
> but after that, it's like my brain fried and I have to relearn how to
> pick up a sword. ACK! Do you have to relearn how to drive a car, or make
> macaroni and chease, or any other chore once you learn it? nope!
>
> Maybe for some stronger spells, have it so that items are needed when
> casting the spell. Then remove the items after the spell went off. If
> they run out of the item. They will have to find more.
> More realistic!
I believe material components for spells is already part of the circlemud code
base for those of you that like material components. None of the base spells
use it, but it _is_ there.
As a point of interest:
For those of you that don't particularly like mana, it does exist in AD&D. I
played in a quest a while back (Forgotten Realms) in which we were moved back in
time to ancient Netheril. In this ancient time period, magic users "tapped into
the weave" which I believe was just the magic that existed all around everyone
something like the force in Star Wars. A magic user had a certain number of
mana points that had to last him for the whole day. For instance, my level 15
cleric had 100 mana points. If she were to cast a level 7 spell, then she would
end up with 100-7=93 mana points. A spell could be cast as many times as the
mana points allowed, as it is done in circle. Every day, you would receive full
mana points again.
Allan Gortemaker
wgortema@escape.ca
+------------------------------------------------------------+
| Ensure that you have read the CircleMUD Mailing List FAQ: |
| http://democracy.queensu.ca/~fletcher/Circle/list-faq.html |
+------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST