![]() If I had to pick a method I lean towards resources because I love treasure hunting and resources are a form of treasure but that's a petty reason to advocate a specific method for D:OS which has other forms of treasure hunting and need not extend spell casting to treasure hunting (after all they have equipment and crafting already). So why am I not advocating a definitive method (or my prefer method) because as I already said all methods can be fun and balanced (to a degree). ![]() Having a long cool down is certainly a method to handle the balance factor but again I can see pro/cons. I'm not sure I like the idea of a spell that takes many rounds to cast (certainly 1.5 rounds is ok but if it takes too long it creates other issues with game play mechanics). The reason I'm not suggesting this is (or is not) the right approach for D:OS is because there are many different systems and I think they can all be fun and still balanced. There can be a bit of procedural work that keeps track of a target total resource and as resources are randomly generated the global pool can decrease so it is certain do-able. However that is not to say I think this is the right way for D:OS - it might (or might not) work for D:OS with regards to (a) being fun but would certainly require a bit of work. If the game has 'random' load out (and I think they should read fun factor) then for certain resource management there can be a balancing act (if you find more at the start you might find less at the end or if you have many resources you might find more of one kind but less of the other - such as component for fire or water spell). I have in fact played games that have done resource management in a useful fashion (though I have to admit it is very difficult to achieve the following three (imho) required goals):Ĭ) good balance at the end of the game (and one presume or hope in the middle). This is mostly in response to raze comment (it is minor and not totally relevant to this thread). How do you know which encounters are the hardest? If you hit a tough fight, you still don't want to waste your limited use spells, in case there is another, tougher fight after that, so it would be better to use a bunch of potions and make due with regular spells. You may miss a low level area and come back to it later, but then it is hardly a problem to be able to easily dispatch lower level opponents. You are hardly going to be randomly encountering opponents. Would you waste time after every battle for 10 or 15 minutes so you can use Fire Armageddon the next battle and finish it less than a minute faster than if you had used weaker spells? Larian did not just recently recognize that higher level spells should have a higher cost than low level spells. I never played Darklands, Underworld or Betrayal at Krondor (though have the latter somewhere). Eventually I had 99 of everything, so they were useless as a game mechanic, merely a matter of needing to top them off occasionally. If I was out of X, I had to go grind to find some or get enough gold to buy some. I didn't mind spell reagents in Ultima games when I player them ages ago, but they were never a strategic, fun part of the game.
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