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Author Topic: Kohaku's Yet Another Magic / Wizard Rant!  (Read 8335 times)

praguepride

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #30 on: March 17, 2010, 11:23:49 am »

Illusions:

Spoiler (click to show/hide)

Consumables
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MP, Mana Pools, other JRPG crap
Spoiler (click to show/hide)

Magic Items
Spoiler (click to show/hide)


Magic as advanced technology
Spoiler (click to show/hide)

Harry Potter Magic
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

!!Zombie Carp!!

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #31 on: March 17, 2010, 01:13:36 pm »

Would be interesting to have magic be a liquid resource.

Spawned similarly to magma, but in smaller pools/pipes, maybe.

PS: Hi b12 forumites!
« Last Edit: March 17, 2010, 01:16:52 pm by !!Zombie Carp!! »
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praguepride

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #32 on: March 17, 2010, 01:27:47 pm »

I was thinking about the idea of having a generic magic resource.

"Unknownium" (symbol would be a question mark). Fluid would work too (little question marks floating around).

To go further with the "magic is just unknown stuff" you'd find an unknown ore. You could build anything you want out of it, and there'd be a random chance it would be completely useless, standard quality, masterwork/artifact level, or super effective.

So an unknownium sword could be equivalent to a whiffle bat or could be instant death to anything it touched. The best part about this system is that it's unpredictable, but plausible (dwarves don't know what it does so they're doing the best they can) and because you don't instantly know if it's effective or not, you have to actually tset stuff out before you find out the sword spits fireballs or causes damage to the wielder or is just completely ineffective in combat.
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Man, dwarves are such a**holes!

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Nivim

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #33 on: March 17, 2010, 01:47:59 pm »

Predit: I was kinda ninja'ed, but more like things I could have used in my mini-essays.

 It seems kinda odd to go running without my lenses; you notice different things.

Spoiler: Illusions (click to show/hide)

Spoiler: Mana (click to show/hide)
In all that, such a system of magic sources would mean any spell you cast would be coloured with it's source. Want to cast healing spells with the death of cats? Ok! It won't be pretty though...
 Spheres are such a great system for this kind of stuff, and they're already in the game!
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BlazingDav

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #34 on: March 17, 2010, 02:45:47 pm »

The idea of magic making sense to us but not dwarves does satify all arguments it seems =P

Also what I meant by everything containing mana is like how all matter has internal energy like a mass having a temperature. Mana being less defined as its nature being an easily accessible energy source that can be applied to different tasks universally (also I'd say energy extracted is universal, but rather how dwarves relate to different spheres differently determine how much they reap)

Also the question of magic using endurance (for lack of a one word term) for users I'd say potions to replenish should be possible, but they are magical in nature too, we dont know the why or how they allow us to cast more spells they just do (maybe like a magic caffine that replenishes your mental endurance and relaxes it =D). And the very concept of 'mana points' would be an arbitrary system to calibrate the endurance of a spell caster.

How to create an arbritary mp scale in game is definetly hard, it probably would be easier to aim at a charging system where you prepare spells like a craft item (except after the spell is cast you don't lose anything) then use said 'item' the ability to cast more spells is defined by that you can charge said items up faster and so make more spells. Only once prepared can you start fighting, then by combining encumbrance into the equation you ensure you don't get people carrying spells they have been charging on the go constantly since forever.

But for the sake of a vaired and interesting system(s) it would be nice for people to cast spells on the fly as well as prepare them, magic can be fundamentally the same thing in all system, its just how people have 'aimed the gun' to hit their target.

Also magic structure and technology stuff is something that does have to be decided on presumably, if you are going to have wizard towers how do you propose their construction?

Its probably best to think it from the ground up, if you had a means of a source of magical energy A, what applications would it find in Fort B?

You could have demands from a temple group (I think this is supposed to exist at some stage) they want to build an altar to their god, it requires magical resource A, you let them at it they build said altar then they use it for stuff like healing their followers and attempting to smite their enemies (religous wars in your fort =D). You enjoy finally getting the temple group off your back

Then you get demands from your alchemists, they want to examine the magical resource A and make potions and such out of it, you let them, they fiddle and by experimentation (occasional accidents relevant to aims you may or may not have control over happen) create fancy new potions worth the use of the magical resource A and even start making more maybe or something clever to make the stuff last longer or just be more efficient about the process. (may as well get through it like wood =P). You are happy with your potions giving them to who needs them (give your champions the superman potion and hope it doesnt send them beserk =P) and you enjoy having more of magical resource A

Then your charcoal burning dwarves demand to use some to help in the process of smelting etc. hoping to improve the quality of the products (like catalysts), possibly imbuing strange characteristics on the results, which they experiment with. Over time you have higher quality stuff that even has strange magical characteristics that while mild are still noticable (I'll trade you my blade of luminescent glow for your harp of soothing sound!, on a slightly more serious note I'd atrribute a required experience to working with the stuff to see what happens, probably encourage smithers to test what they make before letting it go away, so as to accumulate the experience relevant). You are happy with the shiny stuff

You get the general idea, groups ought to look at it and wonder what they can do with it, experiment and then make more use of it and bam, there is the magic you'd find in the fort, though defenses could easily be spammed, which is why I'm more reserved in thinking about those (for example 1 lightning trap, filling a corridor would just be like our stone trap corridors today)

Though if you assume the enemy is intelligent and has magic, it would be a fun chess game to see who outwits who (I get the funny feeling magma will always win though)
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Nivim

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This post feels rough and sharp.
« Reply #35 on: March 17, 2010, 03:18:23 pm »

 Of course it doesn't satisfy! It's "Let magic be magic!" not "Let magic be magic, but not for us."
 At a glance, you don't know the meaning of the word "arbitrary", "calibrate", and "varied"... After reading; could you rephrase that without buzz words? Or just reword what you were trying to say in general?
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

praguepride

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #36 on: March 17, 2010, 03:22:24 pm »

Mana & MP

Spoiler (click to show/hide)


Wizard Tower
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Anyway, in summary I like the idea of "placebo" effect being a powerful magic, perhaps the majority of magic in the game. NOw, I do think there needs to be "vulgur" magic (to borrow a term from Mage) where someone tells the laws of physics to shut up and sit quietly as they create fireballs and turn people into frogs.

But having dwarves fight better with "magical" equipment (even thought it's not anything special, they just believe it's magical), or go into trances more often because they think they're god is watching...that is some neat magic that makes sense, is easily balanced (if the alter is ever ruined they will no longer go into trances out of depression), and still promotes wacky fun. Having a new artifact tank the entire fort's morale to suicidal because they think it's the sign of the apocolypse would be Fun and just as logical as an artifact boosting everyone into super-lobotomy fun time happiness mode (because they think it's the anti-apocolpyse).

Hell, supposedly Native Americans couldn't even SEE sailing ships at first because the concept just blew their minds so badly that they dismissed it as an optical illusion.
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

Nivim

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Re: Prague's post. Placebos.
« Reply #37 on: March 17, 2010, 03:46:34 pm »

 I note one flaw there, and that is the Good-Evil biome system will be scrapped and replaced with the sphere system. This will happen before magic is implemented. I haven't the slightly clue about the placebo thing, but since psychology/sociology was voted for the next DF talk you should e-mail questions about that. It's a really good idea.

 Might be an odd request, but could you site your last sentence?
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

Kilo24

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #38 on: March 17, 2010, 04:34:20 pm »

@Interace Screws: Can be done well. See MGS & PSycho mantis where he would reverse player controls, blank out the screen, alter statues etc. It's very interesting if done well.
They can be done very well, I agree- though I'd be more liable to cite Eternal Darkness: Sanity's Requiem here than MGS (though I hear it was done pretty well, Eternal Darkness had it as a core mechanic.)  Making you think you accidentally deleted your save game or exploded when you cast a spell was rather amusing.

The difference was that, in those games, the interface was good.  It wasn't a struggle to get dwarves to do something.  When it screwed around with you, you knew that it was screwing around with you after/during the event, and the frustration would turn into the appreciation of a challenge.  In DF currently, if something odd is happening with your dwarves, you start looking around for the 20+ things that could cause it.  Imagine adding the game deliberately screwing with you to that list.

It's not impossible to get it to work well; I just think it's going to be pretty hard.

MP, Mana Pools, other JRPG crap
Spoiler (click to show/hide)
If magic's an important core mechanic that the characters understand, it should be described well to the player in terms that he can understand as well.  Though I will agree the the MP system has all the nuance of a naked drunken ogre standing on a tank, it does tell the player what the wizard can do (something that the wizard should know himself.)

As far as magic being fatiguing goes, I'd be more willing to describe that as a specific facet of a specific magic system, rather than a widespread trait of all systems DF generates.  Have the life energy of the mage be an additional common component in spells that gives it a bit more oomph.

Magic Items
[spoiler]
Perhaps RNG can help add a little mysticism. Perhaps if an "enchantment" class comes into play you can burn a lot of rare items to enchant a masterwork item (this would be a nod to D&D where only masterwork items can be magical). What the enchantment ends up being, or if it even happens or not is left up to RNG + variables, but I don't think it should ever be a guarantee and should come with a cost. So you enchanted the blade to deal extra damage? Oh no, it deals that extra damage to the user instead!
When how useful an item is is so fundamentally tied to luck, that encourages save-scumming and grinding out enchantments until you get a good one.  Which is not fun.
I absolutely hate how D&D3.0 turned magic item creation into a set of forumlas. Why even bother having pre-made magic items. Just have a list of "features" to choose from and min/max until everything special about it is gone.
You might be surprised, but I completely agree with you.  3.0/3.5's magic items were pretty insipid, and the methods of creation were utterly uninteresting (toss lots of money, time, and -oddly enough- experience and you get a standardized magic item.)  They did have formulas for making magic item if you check the custom rules, and IIRC that's how they priced all the magic items.

It (or something like it) was necessary to make magic items a core mechanic that was always guaranteed to be in the game and always be a fundamental part of a character's power.  Dwarf Fortress shouldn't do that with magic items - the cost in terms of the presentation of magic is too great.

Magic as advanced technology
[spoiler]I can agree with taht to a point, but the point is that if it's advanced enough to be considered "magic" then it shouldn't be easily controlled. Imagine a caveman finding a computer, that sort of thing. If all the variables involved are "known" then it isn't magic, it's technology. Not even advanced technology because they understand it.
On something of a tangent- already, most of our technology is effectively magic to all but a few.  If you don't have much background in electrical engineering/computer science, the computer you're typing at is pretty much a black box that you only know how to use because it's been designed to superficially behave in ways that humans think.  Even if you do understand how the operating system + the software works, each bare circuit is still likely a mystery.  And if that's not the case, you don't understand exactly where the electricity comes from and how.  You just have a vague idea of "power plants generate electricity, which comes in power lines." 

Of course it's not just pure magic; you have a few superstitions associated with it.  Don't dunk the computer in water, magnets are bad for the TV, don't microwave metal, don't touch power lines or put pennies in light sockets.  My point is that, yes, those have a legitimate scientific explanation for their danger, but most people don't know precisely why (and many don't care.)  Mothers and politicians frequently generate new ones which are ludicrous, but that's only possible because they don't understand the technology.

To take this tangent back to the topic, that is exactly how magic behaves in any setting whatsoever in which there are people who practice magic.  Like a computer programmer who generates working programs by typing gobbledygook on a keyboard, the stereotypical wizard generates fireballs by waving his hands and babbling nonsense.  The sane people in the world have no idea why said programmer or wizard does each thing he does, but they call him a genius when he creates something useful that they don't understand (or a madman if said thing is dangerous.) 

So IF something is special enough to be considered magic, it needs to have wild, random effects. Now, from a more advanced perspective, you would know "wind speed and trajectories and cleanliness of the gun alter results" but from a less advanced perspective, it was "random" whether the gun attacked your enemies, the tree next to the guy, or just exploded in your face.

THAT is magic, the "not understanding all the variables involved so the end result seems random."

The wizard follows a set system of rules to do so to achieve a predictable effect.  And that system of rules was generated precisely because it had a predictable effect; if it randomly blew up half the time the wizard would either not use it or perfect it until it did.  And if every spell blew up half the time, no wizard would ever survive long enough to be called a wizard in the first place.  Any formula which fails half the time is not a formula, in the same sense that any experiment must have consistent results to be called an experiment.  On these grounds, I'd call any magic system whose basic tenets failed half the time both impossible to have been developed in a fantasy setting as well as being a poor system to actually play with.

In other words, mad scientists don't exist in reality because the systems that they're working off of have to be consistent with reality, up until the very last leap of inspiration.  Presuming that Frankenstein had a perfectly accurate understanding of human biology and that electricity really would revitalize a stitched-together corpse, he still wouldn't have gotten very far that metal conducts electricity.  Mad wizards can't exist in fantasy settings unless they're handed the equivalent of a gun or a nuclear bomb that they don't understand - then they're much more the equivalent of a curious apprentice and not a mad wizard.

I was thinking about the idea of having a generic magic resource.

"Unknownium" (symbol would be a question mark). Fluid would work too (little question marks floating around).

To go further with the "magic is just unknown stuff" you'd find an unknown ore. You could build anything you want out of it, and there'd be a random chance it would be completely useless, standard quality, masterwork/artifact level, or super effective.

So an unknownium sword could be equivalent to a whiffle bat or could be instant death to anything it touched. The best part about this system is that it's unpredictable, but plausible (dwarves don't know what it does so they're doing the best they can) and because you don't instantly know if it's effective or not, you have to actually tset stuff out before you find out the sword spits fireballs or causes damage to the wielder or is just completely ineffective in combat.
Eh, unpredictability through pure randomness is a strong disadvantage in my book as I've already harped on earlier in this post.  I wouldn't mind if, say, that material was connected to the [CHAOS] or [LUCK] spheres, but I would if that was the basis for all magic.

And having a single component for everything magical is quite boring, IMO.  It prevents almost every interesting item creation out there.
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Capntastic

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #39 on: March 17, 2010, 05:08:55 pm »

Kohaku, you use the word random a lot when describing how you want magic to work, when you should be thinking in terms of procedural systems.

From a player's perspective it's the same thing :D

Not really, no.   A good example would be in worldgen, areas with higher rainfall have higher vegetaton levels.   Rivers flow in semi-coherent ways.   Worldgen isn't random.   It's a procedural method to try and model a system.  It has consistency and makes sense.
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praguepride

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #40 on: March 17, 2010, 07:08:07 pm »

Ha, it's like chaos theory.

Yes, there's an underlying method to the madness, but there are too many variables to predict. I dare you to start trying to predict what the map looks like in worldgen and you'll see what I mean by random.

When I say random I don't mean batshit crazy random. I don't mean "You push the start game button and a dwarf moons you instead of starting a new game."

I mean that anything has a fair dose of "chance" thrown into it. So you might *know* that adding this magical item (like unicorn blood) makes a weapon better, but you won't be able to predict exactly HOW it will make it better and what the costs might be.

So it could be made "better" through increased speed, better armor penetration, better accruacy, vorpal (snicker snack!). Those are all "better" but are still random and fun.

And the degree of improvement should vary wildly at all. Maybe on enchantment makes you think it was a dud (the improvement was minor) while another blade becomes super fast and quickly generates a legend by snicker-snacking through hordes of goblins.

And as for your arguement "this encourages save scumming",,, so what? In the current implementation nobles promote magma showers. Nothing good comes out of nobles so some people kill them, some people keep them around.

Save scummers will save scum no matter how the system works. If they don't save scum to get a better enchantment, they'll save scum because the seiging goblin army took them by surprise, or because their miner lost an ore, or because the caravan didn't appear with the right goods, or their epic goblin trap failed to catch a single goblin etc. etc. etc.

Magic should definitely have a price and definitely have negative implications. I posted somewhere else about how it should be up to the player to decide what is good and what is bad.

A wizard who summons carp to feed the troops might be a great asset, but that same wizard in a evil biome that accidentally is summoning zombie carp on land, or even in a decent biome where the wizard accidentally casts it too close to the well and suddenly you've got a carp infested well...that's not so good. Same spell, completely different results due to context.
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

Kilo24

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #41 on: March 17, 2010, 08:04:51 pm »

To mention the AI; I don't really think that we can count on excellent AI in DF in general.  The game is obscenely complicated and will thus be rather difficult to script for.

And as for your arguement "this encourages save scumming",,, so what? In the current implementation nobles promote magma showers. Nothing good comes out of nobles so some people kill them, some people keep them around.

Save scummers will save scum no matter how the system works. If they don't save scum to get a better enchantment, they'll save scum because the seiging goblin army took them by surprise, or because their miner lost an ore, or because the caravan didn't appear with the right goods, or their epic goblin trap failed to catch a single goblin etc. etc. etc.
There's a significant difference between failing to prepare for a siege and getting lucky on a RNG roll.  If you see the wizard start casting a ritual with a purely random success chance, then it's a lot more tempting to just reload until you get a favorable result than when it's actually connected to problems you failed to prepare for.

It's also a cheap way to encourage grinding - repeatedly doing the same ritual until one that makes a magic item that you want.  Which is tedious and adds nothing to the game except wasted time

My hope would be that magic is kept destructive/unhelpful not through a low roll in magical effect tables, but by the same types of oversights that lead players to accidentally flood their own fortress with magma.  Maybe you let a baby drown in the barrel of endless wine, or you crossed the ley-lines, or the dragon that you tortured to death was full of anger when it died so the spear you enchanted from its thigh would occasionally strike its wielder.  Those are more interesting than rolling a 1 on a d100 (though harder to do.)
Magic should definitely have a price and definitely have negative implications. I posted somewhere else about how it should be up to the player to decide what is good and what is bad.

A wizard who summons carp to feed the troops might be a great asset, but that same wizard in a evil biome that accidentally is summoning zombie carp on land, or even in a decent biome where the wizard accidentally casts it too close to the well and suddenly you've got a carp infested well...that's not so good. Same spell, completely different results due to context.
I do agree with this.  But I think that the price of magic should be tolerable unless you are taking dramatic risks with it.  Otherwise you wouldn't use magic.
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The Bismuth

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #42 on: March 17, 2010, 09:13:21 pm »

What you want is a hubrisometer.
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dragnar

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #43 on: March 17, 2010, 09:20:40 pm »

I believe that magic should be predictable(for the reasons mentioned by Kilo24: otherwise there is little point to magic and no one would be insane enough to become a wizard) but not perfectly so. I would like a magic system in which your wizard can say "I attack this enemy with a fire effect", and then the enemy might explode, they might have a fireball thrown at them, their equipment might burst into flame, etc.

I would love a rune-based magic system, for the dwarves at least, it might not suit the other races. Each rune would mean something, a sphere, a target, a condition, or any number of other meanings. When given an order a wizard would search through his known runes and string them together to create a spell. A novice wizard might only be able to cast say "death, goblin" and have little control over the specifics(the goblin might be damaged, die outright, or even become a zombie that still wants to kill you), while a more advanced mage could be more specific about what he wants to accomplish casting something more like "end target(whatever the wizard points at) goblin's life now, eternal death". These spells would be tiring, and the less energetic the wizard the slower he could cast.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Nivim

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #44 on: March 18, 2010, 07:47:47 am »

 I have been ignored.  ]; I thought I did well enough...did no one open the spoilers?

Save scummers will save scum no matter how the system works. If they don't save scum to get a better enchantment, they'll save scum because the seiging goblin army took them by surprise, or because their miner lost an ore, or because the caravan didn't appear with the right goods, or their epic goblin trap failed to catch a single goblin etc. etc. etc.
Go find and read one of the threads detail when people will and will not save-scum (you too Kilo!). You'll find there are many different requirements, and most people believe that a successful goblin siege would be a keeper. Almost no one on this entire forum save-scums for the stuff you listed...not including lurkers anyway.

Magic should definitely have a price and definitely have negative implications. I posted somewhere else about how it should be up to the player to decide what is good and what is bad.
Could you give us a link to that post? It's not as easy to find as an entire thread.

 I think the hubris-o-meter is an extremely entertaining idea. That would be a great mechanic to have around.

 
Spoiler: Runes n' Spheres (click to show/hide)

 The words I've read around here lead me to believe people are taking tiredness and energy to act more like a bar or specific number. I would prefer whatever math involved makes it closer to getting tired by running or sparring in real life. A couple aspects of DF do this, but I do not know how they do it.
« Last Edit: March 18, 2010, 07:49:26 am by Nivm »
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.
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