Magic, in recent games and Tables.

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Oct 20, 2010
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So any magic users out there who have more than a Fireball in their book?

I would like to know why Wizards and Sorcerers are so limited to "Boomstick" spells in games. I am quite sure it would very difficult to say include all the spells in any tabletop Rpg but COME ON! Throw intelligence and ingenuity a friggin bone here! DA2 is guilty - really Fire ice and lightning and dark? Whoo "They sent me a damn Tower mage..." Oblivion tried, and I see how hard it could really be. But at least you could telekenetically drop items behind foes to turn them around before nuking them with a fireball, which could also have a paralysis effect. But it seems to me that people don't see past magic as a shiny club dealing direct damage. What if your target is immune to magic? Players feel very proud of themselves when they work out ways to use magic beyond lightning bolt. Turn that big fuck off 15 foot tall oaken bookshelf full of ye old tomes into iron aND knock it over on something. Want to know the spell resistance on 1 ton of iron? 0.

For response: Am I the only one who cares about this type of magic use? Does nobody see the elegance of "Grease"i trip you, "web"i pin you. Drops torch on grease soaked webs, WOOSH!
 

drizztmainsword

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Apr 15, 2009
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Having a really fantastic magic system is contingent on having a good world system. In a table-top RPG, this world system is essentially a person (your game master), and he or she can react dynamically to any situation, such as turning that bookcase into iron and throwing it across the room. In a video game, that scenario will either make your programmers pale with fear or laugh in your face.

Basically, the "boom-stick" approach is much easier to create in a video-game setting.