I guess you have a point. but its still better than manually typing each spell. so...I'd much rather not have to be dictating my spells in person into a mic, it does open up for more "player skill" and actual mistakes causing a backfire, but I think it's far more hassle and coding than it's worth.
.I don't agree with having to experiment before putting it in the book. Sure you should understand the mechanics before crafting the spell to ensure it doesn't do something you didn't intend, but a magi shouldn't be prompted, reminded, or otherwise forced to make sure their spell is safe before using it for the first time. As a player there should be the opportunity to have "been stupid" and reap the consequences for it. It also opens up the door for deliberately crafting a "bad" spell to sell to some unsuspecting noob, or hide away in a cave to make it seem like it's "legit" for other unsuspecting and uncautious players
I disagree with some of your arguments. and agree with others. first of all the grammer should be logical enough so that if you make an effort to learn the system you won't have to test it if you make a spell on the fly.
But, if you do design a longer, more complex spell why shouldnt it go through a test period. in rl a lot of other things do. can you imagine a blacksmith selling defective armour to a king. so why not in game. It would be part of the process of designing spells. If you understand the system it probably wouldn't go wrong, but a player whose learning the system or one that likes to be careful would test it out just in case.
also, if someone fins a random spell in a cave which they can't translate, obiously they'll test it to see what it does and whether it has any bad effects, they'd be idiots not to.
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20th June 2012, 12:03 AM #11
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20th June 2012, 02:21 AM #12
I think at the moment this would be to inclusive of a system for the dev's or any other software team to work with. The amount of work to go into the spell system is already an intensive process, let's not go overboard.
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