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DIR Return to: 2015 Errata Discussion
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#Post#: 700--------------------------------------------------
Re: Instruction
DIR By: Lothar6669
Date: April 14, 2015, 4:41 pm
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I was under the impression that it didn't take any time to learn
the spell once it was written into your spell book. I think if
we put a days per level to learn the spell that will take spell
progression to nearly a halt. After doing character sheets I did
see first hand that spell progression is way out of hand for
alot of people. But it was alot of Npc instructions being used
too. I would like to see something like this "Someone put the
3rd level fire spell Melt into my book, it would cost me or them
6 silver and writing it down would be instant. I am then able to
use the 3rd level fire spell instantly." The 6 silver is not me
paying them, I would still have to give them some compensation
and if they wanted another 3rd level spell would be another 6
silver. So for one trade that is 1.2 gold out of the game. I
feel that alone will slow things down nicely.
#Post#: 702--------------------------------------------------
Re: Instruction
DIR By: Samjuria
Date: April 14, 2015, 4:50 pm
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What Ike is suggesting can already be done in game. What you
would need is a spell research book that goes to a research lab
the difference being spells take a day per level to write in. I
think that if all it took was money and a teacher like with an
alchemy book then spell progression for some players would
skyrocket and for others it would come to a grinding halt.
#Post#: 703--------------------------------------------------
Re: Instruction
DIR By: iikepie13
Date: April 14, 2015, 6:32 pm
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Yes Because some people *cough* tend to have more money or xp
than others, through no fault of their own. Making it to wear
everyone has to learn the spells they can at least be at the
same slow speed.
#Post#: 704--------------------------------------------------
Re: Instruction
DIR By: Zaud
Date: April 15, 2015, 2:07 pm
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A few comments:
Having Instruction be thought of as 'month long' process that
does not reset during events probably would go a long way to
slowing the learning process of spell casters down. From a
'fluff' standpoint it would setup that the student/teacher are
hanging out with each other during down time for the full month
and not just writing the skill down on a piece of paper and
initialing it.
A thing to ponder: A person can learn 40+ spells in a few
minutes time (If he/she can find the teachers) based on the
current rules. Almost seems like their should be a 'Learner'
skill as much as an Instructor skill. Just food for thought.
(Would be awesome to start tabulating this for statistically
analysis, the speed at which mages come by spells over time ala
Civilization)
Spell Books: I love the idea that people can have things that
can be taken away/found that are of value. It opens up a bunch
of plot. From long experience Gamers hate losing things and so
feelings will get crushed. Little good can come of spell book
inclusion unless a game is created from the bottom up with this
kind of magical economy.
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