Mutation: Blood Magic


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

User avatar

Tomb Titivator

Posts: 895

Joined: Saturday, 15th June 2013, 23:54

Post Thursday, 21st November 2013, 07:10

Mutation: Blood Magic

Proposal #1: Blood Magic; a mutation that increases spell power and reduces spell hunger significantly, but adds a blood cost to every spell cast, same as the MP required.
Example: Magic Dart removes 1 HP & 1 MP; Fireball removes 5 HP & 5 MP. Potentially DS-only mutation?

Proposal #2: A different topic but better than making a whole thread about it probably. Color coding species-backgrounds on their selection screen by Easy(Green), Medium(Yellow), and Hard(Red) difficulties. Example, Gargoyle would be green, Mummy would be red. If you choose Minotaur, then Berserker will be green, and necromancer will be red. It would help speed up character creation for newer players who don't want to experiment to find out that Deep Elf Fighters aren't too awesome.

Dungeon Master

Posts: 1613

Joined: Thursday, 16th December 2010, 21:54

Post Thursday, 21st November 2013, 07:27

Re: Mutation: Blood Magic

Making a whole thread for each proposal is, in fact, better than including two completely unrelated proposals in one thread. As far as blood magic goes, there's already a DS mutation that boosts spellpower so a different effect would probably be better.

Shoals Surfer

Posts: 267

Joined: Friday, 26th April 2013, 17:05

Post Thursday, 21st November 2013, 13:16

Re: Mutation: Blood Magic

Also every mutation that only fit one kind of play stile is annoying.

I'd think this would be better as random mutation.

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Thursday, 21st November 2013, 17:30

Re: Mutation: Blood Magic

Klown wrote:Proposal #1: Blood Magic; a mutation that increases spell power and reduces spell hunger significantly, but adds a blood cost to every spell cast, same as the MP required.
Example: Magic Dart removes 1 HP & 1 MP; Fireball removes 5 HP & 5 MP. Potentially DS-only mutation?

What if it just makes it so that the MP cost is distributed randomly between HP and MP? So a level 4 spell, normally costing 4 MP, instead costs (d5 - 1) MP and the difference becomes HP damage. That would be a benefit and a drawback in one mechanic (and I'm pretty it would be overall considered beneficial).

Klown wrote:Proposal #2: A different topic but better than making a whole thread about it probably. Color coding species-backgrounds on their selection screen by Easy(Green), Medium(Yellow), and Hard(Red) difficulties. Example, Gargoyle would be green, Mummy would be red. If you choose Minotaur, then Berserker will be green, and necromancer will be red. It would help speed up character creation for newer players who don't want to experiment to find out that Deep Elf Fighters aren't too awesome.

Currently white is good, grey is bad. Your proposal, with green is good, yellow is medium, red is bad (three tiers instead of two) sounds to me like it would add complication.

Vaults Vanquisher

Posts: 508

Joined: Sunday, 16th June 2013, 14:01

Post Thursday, 21st November 2013, 17:49

Re: Mutation: Blood Magic

HP can be use instead of MP, if your low on MP.

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 170 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.