Re: Re: Fetish quotas??

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Thu, 9 Jan 2003 12:56:39 -0800


> Or if you're on a ship for a week. Or up a mountain. Or trapped in a
> siege. Or a million other situations that don't last long enough to
> trouble theists, but leave animists dry of magic if there's no Shaman.

Yes, and? Magic isn't and wasn't *supposed* to be balanced. Each system has its good and bad points. Using up 1-use fetishes is a bad point of Animism. Having great gobs of different spirits available is a good point. Having magic generally availble is a good point of Theism. having a lot less flexibility is a bad point. Letting someone else worry about spending HP on magic is a good point of Monotheism, getting your liturgist killed is a bad point... There are plenty of other good and bad points of each system. If you think Animism's "good" points are outweighed by Theism's good points, or by its own bad points, fine, someone else probably thinks the exact opposite. THIS IS A GOOD THING.

And just to repeat, "Game balance" was *not* a primary design concern of Hero Wars/Quest. If you want to create a combat monster who dominates every combat, go ahead. If you want a well-rounded character who can interact on many differnt levels, go ahead. Harrek wannabes and Timmy Trollkins are both valid characters for the game.

RR

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