Starting areas and young wizards
Starting areas and young wizards
I was wondering what everyone thought of adding a chance for the dummies to drop a "scrap of hide" That would go away after a few uses as a material component for the armor spell. Until the young wizard can get out of there respective newbie area. Most of the starting areas don't have any for sale or to be acquired except I think...Three? Since wizards can't use the starting armor without penalty it might help them in the very early stages until a more permanent component can be found?
Re: Starting areas and young wizards
Personally, I would not be opposed to just giving all starting areas access to hide of some sort. I understand that components are harder to come by in some areas, and it's supposed to encourage you to make other wizard friends, etc. But armor is a very basic spell, and the only ramification I can see of making its component easier to find is to slightly improve the leveling process for the class that is already the most difficult 0-10. You still have a ton of other components that you'll need friends to acquire for many levels to come.
Kalahani Ka'uhane
Gottschalk, Witchdoctah
Gottschalk, Witchdoctah
Re: Starting areas and young wizards
Agreed. I'd very much like to see this implemented to some degree, whether it be putting them in a death prog on gibberlings/dummies or even just in the inventory of hometown general/components shops where they might be lacking.
Likewise I'm normally of the opinion that most components should take some effort to find, but armor is the only spell known at start to wizards that they can't cast due to the component requirement, while also being arguably the most important. 4 AC will make a large difference at levels 1-5, and while they do have shield, depending on it for that purpose is neither fun nor effective, considering shield's short duration and regen's extremely long span at low levels.
This would most help those new players who are set on starting with a wizard if those dummies in the newbie training area (the ones that you need to beat up to satisfy Zaknafein) could have some chance to drop hide as well.
Likewise I'm normally of the opinion that most components should take some effort to find, but armor is the only spell known at start to wizards that they can't cast due to the component requirement, while also being arguably the most important. 4 AC will make a large difference at levels 1-5, and while they do have shield, depending on it for that purpose is neither fun nor effective, considering shield's short duration and regen's extremely long span at low levels.
This would most help those new players who are set on starting with a wizard if those dummies in the newbie training area (the ones that you need to beat up to satisfy Zaknafein) could have some chance to drop hide as well.
Nascentes morimur, finisque ab origine pendet.
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Re: Starting areas and young wizards
I propose it be added to the newbie school tour as a item you can buy in addition to food and water in the money portion of the tutorial. Then just added to shops in all starting cities.
It'd be more seemeless in getting people used to realising that a lot of components can be bought or found in civilisation rather than a slight misleading notion that you have to go to far flung places to cast your spels.
It'd be more seemeless in getting people used to realising that a lot of components can be bought or found in civilisation rather than a slight misleading notion that you have to go to far flung places to cast your spels.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Starting areas and young wizards
It would be more worth the effort of making a change if wizards were to just start with with a spellpouch of cheap components. A piece of hide, talc, manure, hair, fur, feathers, etc. Maybe a 5-10gp goodie bag.
Namely those components that would be required for level 1-2 spells. It would allow new players a chance to develop the wizard and make the start less about a scavenger hunt for components.
Namely those components that would be required for level 1-2 spells. It would allow new players a chance to develop the wizard and make the start less about a scavenger hunt for components.
"A Drow's life is not measured by age. It is measured by how many times he has escaped attempts upon it."
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- Sword Grand Master
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- Location: On the back of castle oblivion
Re: Starting areas and young wizards
I don't have a strong objection to that per say. I'm not a fan of giving hand outs though. It gives the wrong impression as to what the wizard experience will be like.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Starting areas and young wizards
Not exactly... it's not a handout more than it is just part of the starting equipment that you would buy when you roll your character in PnP. A few low cost animal parts that you would find lying around the roads is nothing compared to getting precision forged foci or alchemy stones.
Another solution would be to add a few components to the apprentice wizard in the training area to sell along with what he teaches. Don't worry, it will still cost a Kings ransom to fund a wizard even if they get a starter kit.
Another solution would be to add a few components to the apprentice wizard in the training area to sell along with what he teaches. Don't worry, it will still cost a Kings ransom to fund a wizard even if they get a starter kit.
"A Drow's life is not measured by age. It is measured by how many times he has escaped attempts upon it."
Re: Starting areas and young wizards
Maybe a quest reward?
The apprentice wizard looks at you closely. "Ah, so you want to be a wizard, do you?"
[say Yes]
The apprentice wizard grins and rubs his hands together. "Right! I see you've got a spellbook, that's a great start. Now, a big part of magic is finding the right material components to use in your spells. Some spells you can cast without components, but most require a focus to shape the magic into the effect you're after."
The apprentice wizard wizard says "Do you know the Armor spell? If not, I can teach it to you. Tell me when you're ready to continue."
The apprentice wizard continues "The armor spell uses hide as a component. Hide is used to make leather or hide armor, right? Our spell relies on that connection and the magical principle of sympathy."
The apprentice wizard demonstrates, casting the spell in slow motion.
The apprentice wizard casts 'armor' on you.
The apprentice wizard waves you off. "Give it a try! Go fight a few dummies with your mage armor on. If it wears off, come back to me and I'll cast it again."
[on return:]
The apprentice wizard says "Do you need me to demonstrate the armor spell again?"
[after killing 5 dummies while under the effect of the armor spell:]
The apprentice wizard says "Great work! It's a simple ward, but it'll serve you well. Here, take this hide. Don't stop practicing!"
The apprentice wizard gives you the hide of a cow.
Kalahani Ka'uhane
Gottschalk, Witchdoctah
Gottschalk, Witchdoctah
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- Sword Grand Master
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- Joined: Fri Feb 07, 2014 3:08 pm
- Location: On the back of castle oblivion
Re: Starting areas and young wizards
works for me, I likes it.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!