the_shadow
Arcane
- Joined
- Dec 30, 2011
- Messages
- 1,179
I've noticed that quite a few RPGs have a 'morale' system, where enemies will break and run if they are scared enough (eg. Baldur's Gate, Skyrim, Avernum/Exile). Usually you break morale due to massive level differences, or getting the enemy to a very low hit point %.
I really like the idea of such a system, but unfortunately it has never been very well implemented. If a 5 foot 7 human encounters a 12 foot ogre, they should be shitting themselves (or at least a little un-nerved). Likewise, being covered in acid or flames can't be great for your morale. I'd love to see an RPG which actually fleshes out morale, and considers factors such as size differences between combatants, numerical superiority, damage rates, and spell effects.
The mechanics of magic vs combat are usually pretty shit, too. I hate that magical spells are fueled by 'mana' that can be conveniently recovered by potions, allowing you to spam fireballs ad infinitum. The 'memorisation' system in Forgotten Realms games isn't much better.
The way I see it, channeling and shaping magic is mentally straining. Therefore the number of spells you can cast should be a function of willpower, where 'mana' is replaced by mental fatigue. Buff and summoning spells would constantly increase mental fatigue, and having more than one buff/summon at a time would incur a penalty to mental drain (multitasking is hard!). Once you hit the maximum allowable mental fatigue, your caster drops to the ground in a coma. This seems like a sensible way to stop magic from being OP'ed.
I really like the idea of such a system, but unfortunately it has never been very well implemented. If a 5 foot 7 human encounters a 12 foot ogre, they should be shitting themselves (or at least a little un-nerved). Likewise, being covered in acid or flames can't be great for your morale. I'd love to see an RPG which actually fleshes out morale, and considers factors such as size differences between combatants, numerical superiority, damage rates, and spell effects.
The mechanics of magic vs combat are usually pretty shit, too. I hate that magical spells are fueled by 'mana' that can be conveniently recovered by potions, allowing you to spam fireballs ad infinitum. The 'memorisation' system in Forgotten Realms games isn't much better.
The way I see it, channeling and shaping magic is mentally straining. Therefore the number of spells you can cast should be a function of willpower, where 'mana' is replaced by mental fatigue. Buff and summoning spells would constantly increase mental fatigue, and having more than one buff/summon at a time would incur a penalty to mental drain (multitasking is hard!). Once you hit the maximum allowable mental fatigue, your caster drops to the ground in a coma. This seems like a sensible way to stop magic from being OP'ed.