Wastelander_WoM
First Post
Hello there! We the fans and developers at Wastelands Interactive have decided to create a Master of Magic true spiritual successor, based in a custom D20 ruleset. Worlds of Magic is a turn based strategy game in development. Work on the project started nearly a year ago in a 2D development environment. As it evolved it was moved to a 3D environment and the basic game mechanics have started to take firm shape. We're working to develop a rather new and in-depth magic system for Worlds of Magic.
We're adding new features every day, and we would truly appreciate any suggestions. What did you like most about Master of Magic? What do you feel is a must for Worlds of Magic? What would you like us to add? Is there anything else we should consider?
As you are D20 experts, your opinion is incredibly valuable. A frequent question on the matter has been: “How are the complexities of the D20 System going to be included in WoM without overwhelming the player?”
About D20, one of our programmers has this to say:
I decided to post this in order to answer the question “Why are you leaning so heavily on the D20 system?” before it's asked. I also intend to address the question “Isn't the D20 system an RPG rule set?”
To answer the second question first: Yes, the D20 system is an RPG rule set. However, it works very well with what we're doing with Worlds of Magic. We want a combat system that supports things like experience levels, savings throws (to give units a chance to avoid negative spell effects), equipment changes, etc. Combat in WoM is actually slightly simplified RPG combat. There are a large number of things we wanted to take into consideration with every single attack. How likely is the attacker to hit the defender? How much damage will the attacker do? Is the attacker's weapon on fire? Does the defender have damage resistance against this kind of attack? Did the defender dodge that fireball? Etc, etc, etc. There are so many things we wanted to take into account we felt it best to use a system that would consider all those variables. A system like the D20 RPG system. (I seem to have a sub-conscious attachment to the word system.)
There are a number of reasons we decided to go with D20. The above is the first reason. The second is that it is a well established, thoroughly play-tested and very well balanced system. The system is also published under the Open Game License so we can tweak it in any way we see fit and offer whatever changes we may make to the public. Using D20 will allow us to put together a flavorful, but balanced system while, at the same time, saving us thousands of man hours of play testing. (If not more.) Simply put we can make WoM better, faster. It is a very solid foundation, which is why we decided to build on it.
If you have any questions about how certain aspects will be handled or how we intend to implement any particular feature feel free to ask.
Ideas, suggestions? Every contribution will be really much appreciated. It will be my pleasure to answer any question here. At the time I'm not able to post links or images, sorry!! . Thank you!
We're adding new features every day, and we would truly appreciate any suggestions. What did you like most about Master of Magic? What do you feel is a must for Worlds of Magic? What would you like us to add? Is there anything else we should consider?
As you are D20 experts, your opinion is incredibly valuable. A frequent question on the matter has been: “How are the complexities of the D20 System going to be included in WoM without overwhelming the player?”
About D20, one of our programmers has this to say:
I decided to post this in order to answer the question “Why are you leaning so heavily on the D20 system?” before it's asked. I also intend to address the question “Isn't the D20 system an RPG rule set?”
To answer the second question first: Yes, the D20 system is an RPG rule set. However, it works very well with what we're doing with Worlds of Magic. We want a combat system that supports things like experience levels, savings throws (to give units a chance to avoid negative spell effects), equipment changes, etc. Combat in WoM is actually slightly simplified RPG combat. There are a large number of things we wanted to take into consideration with every single attack. How likely is the attacker to hit the defender? How much damage will the attacker do? Is the attacker's weapon on fire? Does the defender have damage resistance against this kind of attack? Did the defender dodge that fireball? Etc, etc, etc. There are so many things we wanted to take into account we felt it best to use a system that would consider all those variables. A system like the D20 RPG system. (I seem to have a sub-conscious attachment to the word system.)
There are a number of reasons we decided to go with D20. The above is the first reason. The second is that it is a well established, thoroughly play-tested and very well balanced system. The system is also published under the Open Game License so we can tweak it in any way we see fit and offer whatever changes we may make to the public. Using D20 will allow us to put together a flavorful, but balanced system while, at the same time, saving us thousands of man hours of play testing. (If not more.) Simply put we can make WoM better, faster. It is a very solid foundation, which is why we decided to build on it.
If you have any questions about how certain aspects will be handled or how we intend to implement any particular feature feel free to ask.
Ideas, suggestions? Every contribution will be really much appreciated. It will be my pleasure to answer any question here. At the time I'm not able to post links or images, sorry!! . Thank you!