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Create different magic systems for various cultures


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#1
animedreamer

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Obviously chantry controlled magic is more widespread after the popularization of the Andrastian Chantry, but given what we are told on several occasions about how magic is taught differently in various regions where the Chantry's influence isn't as strong or not seen at all, it only stands to reason that magic works differently for those individuals. I bring this up because the games magic system as seen in inquisition and DAO is very stale. DA2 at least had characters learning selective spells and unique hybrid specialization so it's easier to explain their diverse education in terms of magical study. It makes sense that the Dalish practice magic that is more nature themed and have spells that make them seem more druidic by comparison to chantry circle controlled mages like Anders who deal with more arcane forces. This isn't limited however to Elves and Humans, though, as Qunari Mages obviously receive no training so if ever the chance to play as a Qun deserter mage i'd think the magic they employ would work differently or the spells they have access to different or fueled by another mechanic.Then of course there are all the various hedge mages, and apostates and cultures that openly practice their own style of magic like the Avvar and Rivainians?

 

Magic is the only system in the game where there is actual lore to support their being different types of it, so in dragon age 5 I'd like to see magic be more expanded upon. As to how to do it, my quick knee jerk reaction would be to take every school of magic mentioned in DAO and added 50 unique spells to them not including passives, have a player select one school as their primary school to which they pick the majority of their spells then allow them to pick one spell from other schools as they progress throughout the game perhaps like bonus customization points based on some other event like side quest or successfully completing objectives in the main quest. It's not exactly like I seem to understand magic being taught and generally varying from mage to mage depending on tutelage but it helps get the idea across I think.


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#2
Treacherous J Slither

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Very good. I wholeheartedly agree.

#3
In Exile

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So, technically, you're completely right. Practically, there are a lot of issues: you'd essentially have to have like 4-5 mages "classes" to account for each culture, and that means a lot of work on the gameplay design and balance side. I think worthwhile work, but just bear in mind this is likely very expensive from a zot standpoint. "50" unique spells is an absurd number. You quickly risk ending up like D&D where you have a deluge of complete garbage, and a few game-breaking spells. DA:O was already like that, where by basically had troll spells until you got to the game-breaking ones (Mana Clash, anyone?)



#4
animedreamer

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So, technically, you're completely right. Practically, there are a lot of issues: you'd essentially have to have like 4-5 mages "classes" to account for each culture, and that means a lot of work on the gameplay design and balance side. I think worthwhile work, but just bear in mind this is likely very expensive from a zot standpoint. "50" unique spells is an absurd number. You quickly risk ending up like D&D where you have a deluge of complete garbage, and a few game-breaking spells. DA:O was already like that, where by basically had troll spells until you got to the game-breaking ones (Mana Clash, anyone?)

 

My thing with this is that, we had 3 games so far to build upon this already, if not taking from the previous games all the spell related assist then start a new system now to build upon from then on so that it isn't a lot of work to be done each game. think about it like this, say there were 15 spells in Dragon Age Origins (there were more but for arguments sake lets say 15.) my idea is that you took those 15, and when not tweaking visuals and code based mechanics, you added 15 more for Dragon Age 2. Now Inquisition rolls around and while updating the last 30 for new engine and what have you added 15 more now your at 45. This is in my opinion how you grow one of the keystone ideas behind your setting. You wouldn't even have to do much reworking or balancing as the previous games spells could be seen as the early access abilities/spells, with each new game adding on to the higher end spectrum. Maybe in some later, game instead of adding new spells to the higher end spectrum you work in lower level spells that help build up one of the other schools of magic or a entirely different culture of magic. This could even extend to certain characters after awhile. When designing Solas for example I'd expect him to have a greater range of spells that have greater effects but at a greater cost in mana (Old Elven Magic), whereas someone like Vivian would have spells that were lower in cost, but were both personal buffs and single target attack spells (Chantry Mage), and last Dorian to have story specific spells as well as Tevinter magic Time Magic, Spells that are deal with Spirits and Entropy. (Tevinter Magic). None of this of course like I said excludes a mage from diversifying but taking a exclusive spells from another system though assuming the idea of it being infrequent in terms of how often it happens.