(very imho)
Gamebreaking spell - a spell which negates important aspect of the game.
So, any spell which makes any of the following activities by making them redundant or meaningless, should be considered to be game breaking:
- skill use.
- planning.
- building fortifications.
- long travels.
- assassinations (or stealth missions).
- negotiations & politics.
- wars.
Also, important spell issues to be considered game breaking:
- save or lose character.
- make non-magic character feel useless.
- make use of magic the most important part of the game.
- make spell preparation the most time consuming activity in and out of the game.
Three simple examples of such spells would be:
- Knock - skill use.
- Teleport - long travels.
- Scry - most of the above.
Should the magic power of D20 be nerfed? Not necessarily. The rules of the game should allow for easier (and mundane or near mundane) negation (or in-game nerfing of effect scale) of such spells.
An example of a simple game breaking activity n 3.0/3.5.
We have an evil ruler of an evil empire. The guy is pretty intelligent and resourceful.
So, the day starts with 20 clerics casting divinations with regard to possible assassination attempts or other stuff hot headed good-aligned people are wont to do. Enter the SWAT team with SH&T combo.
Dinner time, the ruler's academy of magicians scries all petty kings of nearby countries. Enter the SWAT team with SH&T combo.
It's time for supper and last major players - guys, who could have afforded in-freaking-credibly expensive Forbiddance, various wards and other anti-magic spells.
Time to bomb the cities with mundane, but sufficiently heavy rocks (as the old Alien saying went, "Let's take off and nuke them from the orbit"). Enter the SWAT team...
Curtain falls.
Summing it up in RTS terms:
The first nation to invent and build Academy of Applied Battle Magic wins. Smacks of bad game design.
Regards,
Ruemere
Gamebreaking spell - a spell which negates important aspect of the game.
So, any spell which makes any of the following activities by making them redundant or meaningless, should be considered to be game breaking:
- skill use.
- planning.
- building fortifications.
- long travels.
- assassinations (or stealth missions).
- negotiations & politics.
- wars.
Also, important spell issues to be considered game breaking:
- save or lose character.
- make non-magic character feel useless.
- make use of magic the most important part of the game.
- make spell preparation the most time consuming activity in and out of the game.
Three simple examples of such spells would be:
- Knock - skill use.
- Teleport - long travels.
- Scry - most of the above.
Should the magic power of D20 be nerfed? Not necessarily. The rules of the game should allow for easier (and mundane or near mundane) negation (or in-game nerfing of effect scale) of such spells.
An example of a simple game breaking activity n 3.0/3.5.
We have an evil ruler of an evil empire. The guy is pretty intelligent and resourceful.
So, the day starts with 20 clerics casting divinations with regard to possible assassination attempts or other stuff hot headed good-aligned people are wont to do. Enter the SWAT team with SH&T combo.
Dinner time, the ruler's academy of magicians scries all petty kings of nearby countries. Enter the SWAT team with SH&T combo.
It's time for supper and last major players - guys, who could have afforded in-freaking-credibly expensive Forbiddance, various wards and other anti-magic spells.
Time to bomb the cities with mundane, but sufficiently heavy rocks (as the old Alien saying went, "Let's take off and nuke them from the orbit"). Enter the SWAT team...
Curtain falls.
Summing it up in RTS terms:
The first nation to invent and build Academy of Applied Battle Magic wins. Smacks of bad game design.
Regards,
Ruemere
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