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[RPG] Magic Fixed (Hopefully)

Since chain lightning should cost 100 MP the Necromancer must still be bugged:

Fighter attacked The Necromancer using Roundhouse Kick dealing a damage of 73 leaving The Necromancer with 43 HP and 104 MP

The Necromancer used magic on Fighter casting Chain Lighting dealing a damage of 4 leaving Fighter with 73 HP and 0 MP

Fighter attacked The Necromancer using Roundhouse Kick dealing a damage of 15 leaving The Necromancer with 28 HP and 97 MP

(He's only lost the MP for the damage he took from the Roundhouse Kick).
 

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I was fighting the orc right before I came home from work (9:30 GMT) and I was taking MP with damage and casting for free still.

One thing I understand now and don't necessarily think is good:

Damage is based upon MP remaining? I don't think that's a good thing if true - consider that the Necromancer (lvl 2) killed me at level 7 the last two times I fought him - I had over 100 hp each time and he killed me in one round each time. I attacked, I died. I wondered how this was happening when he had a 40 STR to a 199 DEF, but if its based upon MP remaining then I understand.

Wouldn't it work better if it was Spell cost and STR that determined damage?
 

It is Spellcost and strength (basically at the moment Spells add their mana cost to your strength for the purpose of damage at the moment (I'm guessing the Necromancer chucks a Chain Lightning/Horrid Wilting/Meteorswarm at you and so has a virtual strength of 140->290.
 


Are MP still deducted for each successful attack against you? That seems messed up, as noted in other threads. It makes magic almost pointless.
 

Yes they are (which is why if Morrus implements the armor as MP penalty thing), I'm going to stick to my armour and killer weapons and ignore magic.
 




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