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Spells & Comments on Magic/Skills
Table of Contents/Index
It is easy to set up sets/families of damage spells:
That is just a start. But if using a "higher" spell requires knowing all the lower spells, then you will get fire mages, and lightning mages, and necromancers, and utility mages, etc. just by limiting the total number of spell slots to 15 or so. Skills can be built in similar trees.
Repair [item type] Paladin (healing/anti-undead/anti-demon)
Fighting Skills to 8 with any weapon Amazon (fighting tricks)
Fighting Skills to 8 with spear/bow Bard /Harper (blended rogue/monk replacement)
All skills to 4 Necromancer (no healing spell, own dark skills and spells)
Necromancy to 9 Witch/Sorceress (infravision, healing, identify spells)
Necromancy to 2 Looking at things, maybe there is a need for twenty or more skill slots (one slot per level) and two skill points a level. My original thoughts may have been too sparse. Adding in [shift] to the [q] to [b] hot key sequence (cap lock on/off) allows a very high level of hot keys for skill/spell choice. Monster Resistance should probably be shifted to resist 25%, 50% and 75% with 75% replacing the old immune (and far fewer truly immune creatures -- all specials). It should, perhaps, go beyond a skeleton's resistance to edged weapons as far as weapon resistance goes as well. The purpose of this outline/approach is three-fold One, keep the characters balanced both in game play and in enjoyability. (No "one trick pony" characters). Two, keep the characters recognizable as within the Diablo game world. (Everything is close to the original game in many ways -- keeps the flavor and approach). Three, keep the growth and combinations of potential characters dynamic. (Lots of different combinations -- all of them useful).
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Heroquests
(Chaosium/Runequest)
Shattered
Norns
Runequest Scenarios
Wing
Commander
King of the City
-- a proposal.
Ftp item directory,
Ftp1 item directory
Hellfire -- the Barbarian, Bard and Cow Quest
Diablo 1.5 -- Fallen Angels
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