
November 16th, 2003, 02:22 AM
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Join Date: Oct 2003
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Re: Ermor
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Originally posted by PvK:
Actually, it seems to me that having everything have a way to undo it, is more like generic rock-paper-scissors than "key". I think it's actually more interesting when some situations can't be undone, or not easily.
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I would like everything to be able to be undone, even if it takes the use of a wish.
Quote:
Originally posted by PvK:
I would enjoy having, say, an item and/or spell that protects against getting cursed, and a costly way to remove a curse, but I don't think curses are unbalanced, because they just make afflictions more likely. That is actually an interesting counter-balance to super-combattants. The reason I'd like protection or (especially) removal options is just for roleplaying and my preferred play style of trying to keep experienced fighters alive.
I also enjoy the lack of easy ways to repopulate provinces for similar reasons - it's an interesting effect that adds flavor, and part of the interest is that it is hard to undo. I suppose it would be interesting if there were some difficult/rare ways to do this, perhaps by relocating population rather than making people appear out of thin air, or slowly through high-level nature magic or something (there is already Wish, Growth Scale, and I thought some nature spells). If it becomes relatively easy or common, though, it would reduce the uniqueness of that element of play.
As for defending undead, I assume by "Turn Undead" you mean Banishment, which is resisted by magic resistance, which can be strengthened by Antimagic, or (I think) the dark blessings, no? Again, this too seems like one of the more interesting and colorful aspects of the game (that summoning and banishing are both relatively easy for certain units, rather than unbalanced.
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I am fine with the undead vs banishment balance as it is.
I would like to see ways to reduce the chance of getting cursed (item) and/or ways of removing it (Wish or other high powered spell) but I like curse as a SC defense.
Sammual
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