I didn't say anything about total immunity. If people want a better understanding of the blood mage "experience", I don't see how condensing it to just another stat or dice-roll would make it any less cheap or video-gamey than it already is.
Well, for one, possession would actually exit as something that affects the player. That alone makes a far more complete experience.
As for making a game "non-gamey"... I dunno. Do you have better ideas?
How do you model temptation and corruption? How do you model a mental struggle? You can't really.
As I said, I think the true extent of the power (and thus the consequences) should be governed by the player. After all, wouldn't the supposition that "the power of Blood Magic corrupts" carry more gravity if you, the player, were to prove it correct through your own actions?
Makes no sense.
Blood magic either gives you power or it does not.
Unless you refer to things like the power depending on how much you use it (of how painful someones death is?)
What the player needs is opportunity to use it.
Lots of opportunities...especially to use it for small and simple stuff.
Lotion Soronarr, nothing you suggested follows the canon of blood magic, and is more about being a mage in general. And since the devs have stated in the past how shitty the possession mechanic was in their alpha builds of previous dragon age games, I doubt we'll see it incorporated.
And how does that conflict anything I say?
The player as a mage - especially a blood mage - is never REALLY tempted.
He never has to face the trails and hardships a real mage faces.
He's never given enough opportunities to use/abuse his powers.





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