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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Magic system
Thread: Magic system This thread is 2 pages long: 1 2 · «PREV
MattII
MattII


Legendary Hero
posted February 09, 2009 10:40 PM

Nah, I still prefer purposive magic.

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 10, 2009 12:50 AM

Quote:
At what point did dark and light become elements?

i agree IMO they are influences, Water can be lifegiving if used right but also can be used to errode and destroy. i've always thought of spells having a system like the dnd alignments...

Spells can be light(good), Neutral(neutral, or dark(evil)
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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted February 10, 2009 01:20 AM

Ye Olde MM - or Ye New by Alc

When I played MMVII (I think it was that one at least) I fairly enjoyed the magic system of four Elemental Schools (Air, Earth, Fire, Water) three Clerical Schools (Mind, Body, Spirit) and the Schools of the Mirrored Path (light and dark).

And from Alcs monumental workover of his thoughts on H6 I do quite like the magic system. Except maybe the Community/Individuality thing.

Both systems are however quite big, and demand a lot of the player.

Oh, and to answer an earlier question about whether light and darkness are elements: yes they are, at least in HeroesV. Why would they else have an elemental dragon each? Elrath? Shalassa? Tssssk tsssk tssskt
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Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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rubycus
rubycus


Known Hero
-student of the mind-
posted February 10, 2009 11:16 PM

I voted other. I would like to see racial spells, dark and light spells and elemental spells. Not sure how to mix them all, but still...
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A prudent question is one-half of wisdom.

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MattII
MattII


Legendary Hero
posted February 11, 2009 03:30 AM
Edited by MattII at 03:06, 12 Feb 2009.

Racial spells fall into existing schools, they're just unique to said race. Dark and light spells are harder to manage, since they introduce a level of good-vs-evil. I suppose you could categorise all affect-enemy spells as dark/evil and all self affection spells as light/good, but then it starts to look like a simplified purposive system, at which point you might as well 'make' it a purposive system. On top of that, the elemental system is hardly perfect (where does Divine Strength go, what about Weakness or Wasp Swarm?).

Personally I view purposive magic as the simplest form, which isn't to say that it can't be expanded on, just that it's the best to base a system on. Of course spells like Fist Of Wrath and Wasp Swarm (technically damage spells) muck it up a bit, but they're in a minority.

Another point, that no-one seems to have picked up on yet, is how the spell skills are actually worked, for example, in H3 Wisdom is required to learn spells above level 2, while the power of each spell is dictated by the mastery of its relevant spell school (and by hero power, but that's common to the series), whereas in H4, the spells have a single fixed power (with respect to hero power), but mastery of the relevant spell school is needed to actually learn the spell.

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stankelbenet
stankelbenet


Adventuring Hero
bringer of nostalgia & darknes
posted February 15, 2009 08:29 PM

HOMM3 definately

As the HOMM3 anthologist I am I will vote for the HOMM3 spell system. I also like the others but not as much as the old four-element-system by some reasons:
In HOMM4 there was a circle of spells for each faction. It made many new spells since you should be able to have many different spells and not only 5 which all dealt damage. The thing I didn't like was that spells now were racialized.
In HOMM5 the spells were divided into circles by their effect. Darkness spells all weakened their target while the holy spells strengthened their targets. I see the point in it but I don't like it. A hero should be able to cast different spells though he/she only focuses in one circle.
In HOMM3 the spells were divided into four elements. In the fire element you could find many different spells: Curses, damagedealers, blessings and other stuff. It's very confusing but I like it.
I haven't played HOMM2 or 1, though I wanted to, so I can't say anything about that

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MattII
MattII


Legendary Hero
posted February 15, 2009 08:47 PM

In H5 you can learn up to level 2 spells of any school without needing to learn the skill.

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xerox
xerox


Promising
Undefeatable Hero
posted February 16, 2009 12:26 AM

H5 is easy and good.

It should be expanded with Arcane magic though.
Arcane Magic could have lots of utility spells such as Levitation, Portal, Teleport, Telekiness and Force Push etc.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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yann
yann


Adventuring Hero
posted February 19, 2009 05:43 AM

Another Heroes III enthusiast here.

I liked the fact that heroes of any faction had the potential of using all available spells but only got to such a point, usually, if he/she was highly skilled from experience. A ranger casting death ripple, so what? That ranger might take over some necros along the way but normaly wouldn't be inclined to use that spell unless he/she was a true fool (seeing as the ranger would most likely not be leading all undead units). However, the fact he has the ABILITY to cast such a spell is still a cool thing in my opinion. I feel my core heroes have more knowledge, intelligence, and power that way...idk maybe I'm just wierd.  

Plus one's starting heroes begin with neutral spells or those inclined to his faction. So it makes sense that a well travelled/experienced commander of any race/faction would have control of all elements...of all spells (not that he would necessarily use them all of course).

Fire, water, earth, air

simple.
profound.



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Guarder
Guarder


Supreme Hero
posted February 19, 2009 08:30 AM

Quote:
In H5 you can learn up to level 2 spells of any school without needing to learn the skill.

you could that in HoMM 3 too...
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skortzy
skortzy


Hired Hero
posted February 20, 2009 02:15 PM

In Heroes III you only needed Wisdom. Skills specific to each magic school were not required.

Without Wisdom you were limited to level 2 spells. Basic Wisdom allowed you to learn third level spells, Advanced Wisdom allowed you to learn level 4 spells and Expert Wisdom allowed you to learn level 5 spells.


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yann
yann


Adventuring Hero
posted February 21, 2009 05:22 AM

Yes there should be more than wisdom perhaps...but I prefer the Heroes III magic system over the new one. Heroes V is innovative ... just not in the direction I had hoped. They did a decent job but I crave something different.  

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