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- Psionics:
- Hey, everyone,
- Well, I am now very close to being done the Encounter Gen; I
- am also very burned out on coding it, since to be frank it took
- way longer than I had expected and I'm not 100% sure it was
- worth it in a cost-benefit sense to the game, as opposed to just
- using that time for debugging and adding content. but it's (very
- close to) done now, so it's water under the bridge.
- I hope to release a beta version of the game strictly to this
- group (since the balance will probably be a bit broken) at the
- end of the month. In the meantime, I'm uploading a file to the
- Files section called "EncStats.txt" with a dump of some
- encounter-gen theoretical output, honestly because I'm feeling
- a bit desperate to share my recent work with someone else. :)
- I've also been adding some new monsters to the game, which
- I'm going to keep doing because it's fun and relaxing for me
- compared to less immediately visible development. :)
- I've been thinking about a lot of different things recently, two
- of which are the overland map and psionics. I think I'm going
- to start adding code and resources to generate the overland
- map "in theory" as a debug function, because it's a large task,
- very theoretical, and I don't want to get into the same position
- I did here where the code doesn't work for a long time. I really
- felt a bit "cramped" with the encounter gen, trying to produce
- a playable version of it without having the time to leave it in
- the back of my mind and try to find a good balance for it while
- working on other tasks. The OM is much bigger, and has the
- same need for "tweaking", so I'll definitely need to work on
- perfecting it at the same time as I'm debugging and maintaining
- the game.
- I've also been thinking about full-scale psionics and the
- psionicist class, doing design work when I get too frusterated
- with the e-Gen, and I've come to a bit of an impasse in terms
- of the system I want to use. I've got great power use mechanics
- and mental combat all planned out, but I'm sticking on the
- limiting factor for psi. The glitch is that (1) I vey much want
- psionics to be different mechanically from magic, (2) D&D
- traditionally uses a point-spend system for psi, and (3) I've
- already used almost the exact same system for magic in
- Incursion, so a straight translation of and version of D&D rules
- would feel very "been there, done that". The options I've got
- are as follows:
- * Psionics doesn't use any points. You activate powers for
- free, and the limiting factor tends to be Fatigue -- you
- fatigue from fighting based on the number of powers you
- have active, just like wearing armor.
- This is the current assumption of my system. Fatigue
- lost to psi probably won't regenerate, if only to prevent
- dwarves from becoming psi-gods, if only because it's
- out-of-genre for them. This also very much fits with my
- mental image of classic psi from sci-fi, which tended to
- exhaust the user. (You might also lose fatigue from
- "overclocking" powers, like an inherant kind of Maximize
- Spell.)
- * Psionics use power points like in D&D. This is the truest
- translation of the system, and allows for some neat
- mechanics with power points (i.e., psi recepticles,
- spending point to overpower, points in psi-combat, etc.)
- but it would feel like a retread of the magic system, and
- adds extra stats to the character sheet.
- * Psionics use a point system, and magic starts moving
- toward a more authentic spell slot / memorize per day
- system. This would take a fair bit of work, so I'm not
- hugely enthusiastic about it.
- * Psi uses the same points as magic does. This has a
- nice "unified field theory" feel to it, but it makes psi feel
- more like another flavor of magic, which I don't like.
- (I /do/ plan to have psi powers that manipulate/utilize
- mana in odd and unexpected ways, but that would be
- the concept of the power, much like a psi-power which
- manipulates thoughts, gravity or sound.)
- I like the first system, but I worry that it might be hard
- to balance well. I'm also imagining a system where XP
- would be a distinct secondary cost of many psi powers,
- moreso than with magic, so that players have to balance
- immediate effectiveness vs. long-term advancement.
- Tangent over.
- Anyway, I /really/ /really/ hope I finish the e-Gen this
- next weekend and work out the few remaining kinks
- and glitches -- and really, I should; there's not much
- more to do.
- In May, I'll try to divide what time I have left between
- new content and bug fixes, foncusing on things talked
- about here recently and the prestige classes I put
- forth a while back.
- -- Julian Mensch
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