PlaneShift
Gameplay => Wish list => Topic started by: Ratheus on February 14, 2004, 03:17:05 am
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This is a feature i\'d like to see, one thing i hate about everquest is that you can only have 8 spells memorized at any one time. i think thats pretty lame... think about that fact that a noob can have as many spells to use as a legend. that does not make sense. the farther you progress you should be able to have many more spells at your disposal. A legendary necromancer for example would have many more spells in his mind, how would he forget them? Ideas everyone?
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or maybe have it as follows
magic skill affects spells available + fail rates
intelligence affects how many can be remembered
thus a good mage who is stupid cant remember many but can do them well and a poor mage who is a genious remembers all his piddly lil spells
that would lessen the chance of the uber-tank-mage scenario
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agreed
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i agree sorta
intellegence needs to be a certain level to memorize a spell
eg. need to be level 20 to learn lightning
magic skills should be one for each school of magic like fire and ice and effect spell success chance
eg. at level 10 you have a 10% chance of casting fireball
i think there should be scrolls and spell books
scrolls: anyone can use them no matter what (one use item)
spell book: used to remember spells
or it could be like tibia where you have to remember they incarnation of the spell yourself
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Originally posted by Deddarus
that would lessen the chance of the uber-tank-mage scenario
Hey! don\'t nerf my class before I have had a chance to make it! uber-tank-mage was what I was going to make!
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uber-tank-mage killed any chance of varied characters on the server i used to work for... if u werent 1.. u were a corpse :)
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I kinda agree. But I sure hope they dont do that strange. you cast the spell and forget it thing like AD&D. that sucks. haha
I like the mana idea
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Originally posted by Syzerian
eg. need to be level 20 to learn lightning
magic skills should be one for each school of magic like fire and ice and effect spell success chance
eg. at level 10 you have a 10% chance of casting fireball
Am I the only one here remembering that there are No Levels.
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.. i dont think you \"memorize\" spells at all, not 100% on that . trust me PS\'s spell system is way different than any you have ever seen.
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druke sez:
.. i dont think you \"memorize\" spells at all, not 100% on that . trust me PS\'s spell system is way different than any you have ever seen.
I know, and I can\'t wait for it! Hopefully it will involve more demand on the user depending on the power of his/her avatar. Such as if you are going to be an uber-tank-mage, the system would require the smarts irl to be one. (Maybe memorizing spell functions yourself and when to use them. COMBOS!)
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kinda.... no avatar system though
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Hmm I never thought about it.. but what if the essence of magic flowed like the tides? maybe have different seasons or locations provide certain bonuses to certain types of magic. Like mabye the Dead of winter and in a grave yard= bonuse to dark magic (necro magic)
or say Early Spring and out in the woods = a bounus to druidic magic.
Just some idea I had, pardon me if it does not make sense, I am coffee deprived right now.. ahhh WHY HAVE THE GODS OF FOLGERS AND MR. COFFEE FORSAKEN ME. AHHHHHHHHHH!!!!!!!
LOL
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I have heard something which goes like this.
You use the glyphs of a certain way to cast your spell. When the spell has been cast, you need to purify those glyphs in order to use them again...
It\'s not very detailed, and I\'m not even sure that\'s how it\'s going to be, but my \'sources\' haven\'t failed me too bad, yet, so maybe it\'ll be something like this. I don\'t even know how purification of glyphs is going to work, but I know for certain that it wont be a Click\'N\'Boom kind of system. It\'ll require wits to be a mage. :)
And as far as what I know, any mage can cast any spell, as long as they have and know the right glyphs for the spell, however, Mr. Newbie Mage with 5 intelligence shouldn\'t think himself able to cast UberThunderOfDeathAndDestruction. He\'s simply not good enough, and if he even tried casting a spell he wasn\'t qualified for, it would blow up between his hands and turn him into a small pile of smoking red flesh and such.
Anyway, whatever the system turns out to be like, it won\'t be anything used in previous MMORPGs. A few similarities maybe, but that\'s about it. So you can easily count on getting something fresh and new to play with, that\'s for sure.
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Originally posted by Gronomist
He\'s simply not good enough, and if he even tried casting a spell he wasn\'t qualified for, it would blow up between his hands and turn him into a small pile of smoking red flesh and such.
Yes!! I can\'t wait to stand around at all the noob spawning spots and watch this happen! Anyway, that system sounds pretty cool. I hope you\'re right, Gronomist. It\'ll be nice to have something original, I was starting to think that there aren\'t any truly original rpgs anymore.
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Originally posted by Phinehas
I was starting to think that there aren\'t any truly original rpgs anymore.
There aren\'t. :) We live in a world where everything has been thought of before.
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Originally posted by Gronomist
Originally posted by Phinehas
I was starting to think that there aren\'t any truly original rpgs anymore.
There aren\'t. :) We live in a world where everything has been thought of before.
Yeah, that\'s pretty much the conclusion I\'ve come to. Until virtual reality is developed that is. ;)
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In my personal opinion, memorizing spells was one of the worse rules that came from the original d&d set. (i\'m talking about memorizing spells and \"forgetting\" them upon cast)
It pretty much made the spells memorized very monotonous in nature (fireball, fireball, fireball, firestorm ^^), whereas there were a lot of harmless, cool spells - but they fit certain situations that rendered them useless.
Thus in my opinion the best system must be made up from mana, and the spells are ussually permanently memorized upon learning them (or have it more physical as having to charge a focus, again - permanently) - more in-depth game systems ussually have reagents on top of that.
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:)) A newbie could memorize an ultra-uber spell but that doesn?t mean it will work lol!
I would like the ability to memorize any spell you can get your hands on but you have to practice it to make it better, maybe if you do not use a spell in a long time it may not work as well but not instant amnesia lol!
I would like a different appearance of a spell depending on the factor of damage it will inflict, maybe more particles in the particle emitter depending on the strength.
We could have a Maximum Damage Point & you can increase this by using the spell more, if you do not use a spell for a while then your Max Damage stays the same but your effectiveness goes down, you will need to warm up a bit to get to your Max Damage & expand it.
(This would be great, I have never seen this in an mmorpg before... :)) )
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And how about something diferent?
I think always the same system of magic is to boring, always just click on ht e spell icon and that was all.
How about something like use the numbers to make spells, I\'ll explain it;
The Zero (0) iniciate an put the end to all the spells.
A simple fireball;
0-5-8-0 And the you cast it
A FireRain;
0-5-7-8-9-0 Is more powerfull and more dificult.
With this system, you not gain spells when gain levels, you can pay to another palyer to say you a spell, you can try numbers (but if you do a spell a lot of dificult and you are a \"aprendice\" you can\'t control the spell and then it explote at your face)
When you do a new spell, it apareace at you spellBook to see if you don\'t remember it other day.
Wit thios system, the time need to cast a spell isnt give from the game, is your ability
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But then you get people trading numbers and writing them down or typing in random numbers to see what happens.
Also how long is it before some person tells all the newbies the ultra uber spell of destruction just to watch them blow thwmselves up?
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Originally posted by Umpapa
I kinda agree. But I sure hope they dont do that strange. you cast the spell and forget it thing like AD&D. that sucks. haha
I like the mana idea
Bahhhh...who ever thinks that AD&D magic system sucks...should take a ice cold shower...mana based is so boring...:P Although AD&D is not too good for online stuff...and so i devised my own magic system...:P
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Heh, wouldn\'t y\'all like to know. Well, I\'m afraid the magic system is designed already. I guess you\'ll have to wait for CB ;)
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What about a spell system based on voice recognition? I would love to be able to speak the incantation of my spell to cast it in the midst of battle. That would be totally cool. Of course there could be an alternative for those without mics (something like SOCOM shortcuts/menus). But this is all far off anyway. Numbers are kinda boring IMHO.
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voice would be cool for on offline game, dont know if it\'d work well in an online game...
the healer-\"crap i fogot the last word for my healing song\"
the fighter-\"what?!?!\"
the monster-/me knocks the fighter out cold
the healer-\"oh yea its \'sinue\', crap.. now i need raise..one sec..\"
the monster-/me raises an eye brow... steps on the caster
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*hates ADD magic system* *takes icy shower* *still hates ADD magic system*
A magic system I like would not refer to mana but to tiredness. Casting spells is not easy so you get tired when casting. Mana should not be required, but maybe that\'s just me mixing magic and psychic stuff.
Also one can\'t exactly rely on speech recognition yet:
mages player: \"cast heal severe wounds on Seytra\"
mages char casts \"eel psychic haunt\" on \"Saber\"
Yes, that\'d work flawlessly ;)
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Well generally, you will be saying built-in spell names, and it will not need to distinguish between character names. Spells will be cast on the current target. Anyway, yes I can see where it would lead to ... err ... bad circumstances, but if you make the spell incantations different enough, it would be awesome. Also, it should not matter that it is in an online game. The processing could be done on the client. The thing is, the client could tell the server the wrong spell (someone trying to cheat), but would it really matter? They won\'t be able to cast it anyway with the proposed magic systems.
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Heh, wouldn\'t y\'all like to know. Well, I\'m afraid the magic system is designed already. I guess you\'ll have to wait for CB
Well I don\'t mind it as long it\'s not Tibia magic system which is....shgjkdhgdl....well yo get me eh?
*hates ADD magic system* *takes icy shower* *still hates ADD magic system*
A magic system I like would not refer to mana but to tiredness. Casting spells is not easy so you get tired when casting. Mana should not be required, but maybe that\'s just me mixing magic and psychic stuff.
Also one can\'t exactly rely on speech recognition yet:
mages player: \"cast heal severe wounds on Seytra\"
mages char casts \"eel psychic haunt\" on \"Saber\"
Yes, that\'d work flawlessly
Ehhh..mana is tiredsome level :P...mana\'s not bad but sometimes d&d is so much better...but then not for online...for that you can to redesign whole d&d system...but then i am sure devs made great magic system...i hope (prays that they didn\'t make it like in Tibia (WELL YOU NEVER KNOW :P))
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Well, speech recognition _does_ ahve one MAJOR advantage: speed. If you don\'t need to mess around with keyboards and mice, you\'d be a LOT faster in terms of reaction to changing circumstances, especially in online games where you just can\'t implement a \"pause\" command.
Customisable shortcuts are fine, and I guess some ppl. might not even remember the _names_ of all their spells. ;)
@Icebr4kr: This option would still be there if the client selects the spell by other means. The server obviously needs to check whether or not the char in question can perform that spell, regardless of the clientside selection method.
Anyway, what I also dislike is the reliance on \"material components\". I hope this will _not_be part of PS. Of course, it could be seen as adding new aspects to the game, but IMO it\'s just tedious.
This stuff is fine for rituals but not for general usage. Let\'s see what the glyphs actually are...
P.S.: what\'s Tibia?
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Speaking of magic systems. They should all go to hell. Well ok, not really, but the biggest problem with magic is this.
Caster: I cast supreme fireball of death!
Caster throws supreme fireball of death at Troll.
Troll dies.
Caster: Hah! I am invincible.
Lather rinse and repeat...
So here is the problem as I see it. Magic is dangerous and unpredictable. Well this is what I hear in most fantasy. Why then, is the risk ignored in every RPG? So you want to cast an uber spell of doom. You ain\'t good enough you to cast it, then you DIE! That\'s simple. Obviously there would be some sort of appropriate scale, failing to cast minor light would not kill anyone, though if a newbie fails critically it might just blind him/her for a few seconds. I mean there is no good clean system to implement this, each spell would have to have some range of bad side effects. And given that I know next to nothing about the magic system, it could mean a significant amounts of effects. But essentially when you introduce risk into magic, people won\'t cast Uber Fireball until they are sure that they are indeed ready, and even then there is some chance of failure.
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Originally posted by Seytra
P.S.: what\'s Tibia?
It\'s also...\"free\" (although if you want better service...in this case any service you gotta pay) online RPG...it started promising but since 1998 nothing changed...it\'s still old rune making magic system it takes usualy about 6 hours to make 20 runes...with let say 3 charges each...i mean wtf ye...to make 20 runes of most powerful spell it will take you 17 hours...and they got 1 charge each...but then wait there are \"paladins\"...they not realy paladins...nothing divine about them...the rely on ranged weapons...which is better than melee doing more damage than the most powerful spell or sword with regularity fo few seconds...where you can\'t \"cast\"...well use rune too often or you get tired...I mean there and fighting system suck and magic sytem suck...grafics too (but than it wouldn\'t had matter if the gameplay was good)...so here\'s the idea what\'s Tibia is...oh ye just forgot...there only 4 classes...fighter, mage, druid and...paladin...ahh god...fighter good at...fighting...mage good at...magic, druid is generaly useless as there isn\'t special magic for druids except of making Ultimate Heal runes.....and paladin...errr...well...they use ranged weapons and generaly rune in the world of Tibia...
Very un balanced...very...
If anyone cares the main site is http://www.tibia.com
NOTE The amount of people playing this ....jrhxdfdo...game is increadble at the moment there is what 13k people online...and lets say 4k of them or more paying ?10 so 3 months...can\'t they make the game playable!!!
Speaking of magic systems. They should all go to hell. Well ok, not really, but the biggest problem with magic is this.
Caster: I cast supreme fireball of death!
Caster throws supreme fireball of death at Troll.
Troll dies.
Caster: Hah! I am invincible.
Lather rinse and repeat...
So here is the problem as I see it. Magic is dangerous and unpredictable. Well this is what I hear in most fantasy. Why then, is the risk ignored in every RPG? So you want to cast an uber spell of doom. You ain\'t good enough you to cast it, then you DIE! That\'s simple. Obviously there would be some sort of appropriate scale, failing to cast minor light would not kill anyone, though if a newbie fails critically it might just blind him/her for a few seconds. I mean there is no good clean system to implement this, each spell would have to have some range of bad side effects. And given that I know next to nothing about the magic system, it could mean a significant amounts of effects. But essentially when you introduce risk into magic, people won\'t cast Uber Fireball until they are sure that they are indeed ready, and even then there is some chance of failure.
Hm...that sounds like war hammer to me :P...critical spell falures...and and then random bad (usually but not always) things happen...
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Never played war hammer (to expensive). Anyway, the element of risk must exist I think. Otherwise magic is a little bland IMO.
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yes and the bigger the spell the greater the penalty for failing should be or maybe casting a supreme fireball of death immobilises you for 10 seconds or cannot be casted while wearing armor or any object that gives bonuses
in too many games do mages become the big \'power houses\'
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Originally posted by Syzerian
yes and the bigger the spell the greater the penalty for failing should be or maybe casting a supreme fireball of death immobilises you for 10 seconds or cannot be casted while wearing armor or any object that gives bonuses
in too many games do mages become the big \'power houses\'
That sounds as arcane falure in neverwinter nights...the heavier the armor the more chance of it...
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Quit worrying. PS is a good game. Spells might explode in your face if you are reckless. :D
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The magic system in CB will be the skeleton system base for the magic system. Will basically be constructing spells from glyphs and point and cast.
With the glyphs we have now there is about 5 million different combinations. So as we think of new spells we can add them in.
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\"Skeleton system base\"? Is this a generally known thing?
The description seems to match the system used in the game \"Deathgate\", which IMO is acceptable.
I\'d like to see experimentation possible, though.
BTW, spell failure has been discussed in the thread
http://www.planeshift3d.com/wbboard/thread.php?threadid=6517&boardid=11&sid=c15b3b5cb79f05970896a84d4cc8acf3
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By \"skeleton\" I mean basic or not fully finished, not some dude using bones :).
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i dont know i played a game called tibia where you can have as many spells as you need but you need to memorize the text it was better that the diablo system
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Originally posted by acraig
By \"skeleton\" I mean basic or not fully finished, not some dude using bones :).
Now I see! I thought \"Skeleton\" might be the name of a game this system was first used in, but I must admit that using bones does have some appeal as well.
Funny enough, \"Deathgate\" fits in quite well with the naming scheme. However, Deathgate\'s magic system is also based on rune-combinations (and doesn\'t have much to do with death despite the name) and therefore might be worth a look (not that I think it\'s the best way to do it). I however like the idea of \"tracing the runes in the air\", and if the spell is a real one, they glow before the effect appears (at least in my imagination :) ). Also, learning is done quite simply by seeing the rune combo once (not necessarily feasible in an MMORPG, though ;) )
Originally posted by Black_rose
i dont know i played a game called tibia where you can have as many spells as you need but you need to memorize the text it was better that the diablo system
Memorise the text? That\'ll seriously slow one down, won\'t it? Of course, combining runes will do so, as well... But in any case, I don\'t know. I mean, I don\'t like the idea of having to draw maps by myself, and also not to have to write down lengthy spell lists. These things can be done so much better by the computer. After all, I don\'t have to be able to use a sword to play...
If it is deemed necessary, please at least implement these features in the client, because having to keep piles of paper or switching between apps isn\'t something I like, and hurts the \"play at a friends\" option. I mean, where is the benefit of being a cartographer if the player will have to do the work?
Anyway... *waits for CB with reasonable patience*
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Originally posted by Seytra
I however like the idea of \"tracing the runes in the air\", and if the spell is a real one, they glow before the effect appears (at least in my imagination :) ).
Your idea sounds like the mirical system in the \"black and white\" games.
and yeah memorizing text would take too long and it would suck to forget your spell in the middle of a battle *replays drukes scenario of voice casting*
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Bah, I dont want to pay money to cast spells. Maybe you could add a special place in the dungeon that scribes the spell into your mind, or something of the sort.
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Originally posted by Psybur
Bah, I dont want to pay money to cast spells. Maybe you could add a special place in the dungeon that scribes the spell into your mind, or something of the sort.
Pay money? Where was that mentioned / implied?!? You are not referring to the cost of paper and pencil?
I can do with learning the spell and then being able to use it as I like. The initial time to learn it would be OK (well as long as the char does it :) )...
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In D&D you have to scribe a spell, which costs 100gp plus some number multiplied by the spell level. So Wizards always needed lots of gold. However, eventually the costs became trivial and ignored. I\'m not sure if that\'s what\'s being reffered to here, but that\'s the only thing I can think of.
Anyway, the only thing I hope is this: Please don\'t let PS use the D&D magic system. It\'s horrid and stupid, in DnD magic is what ruins most of the perfectly good RP(as opposed to leveling) games.
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I am talking about buying glyphs :p
Or d oyou just get a glyph once, and you can cast spells from it forever? Or does the glyph have charges?
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I think you look for glyphs (maybe those who create chars with magical abilites will get one or two) once you find them you arrange them into a certaine order and if it is the correct order of the appropriate length then you have a spell. Which you can now cast.
At least this is what I think the magic system is, though I could be wrong, so please correct me if I am.
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It\'s one of the things that we\'ll really have to see in CB, but my understanding is that you collect glyphs, and after use, a glyph needs to be purified. I think that this purification will be a mtter of time, either that you have to spend some time meditating on each glyph to purify it, or you need to just wait 24hours for all your glyphs to restet, I\'m not sure. Also, each spell will need a set of gylphs- so I imagine that you will collect several of one gylph, allowing you to cast the same spell in rapid succesion, or other spells that use the same gylphs. I\'m not sure how mana fits in to this- but it is a rather low score.
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Glyphs sound better than material components. If glyphs add to weight, however, and there\'s a max of them you can have.... I don\'t know.
There will probably be glyphs for each of the ways, and these will most likely not mix.
Purification... hopefully not too cumbersome.
I prefer the \"free magic\" approach to magic (i.e., all it depends on is your tiredness and what you can think of and manifest), but I\'ll see what the glyph system can do. Maybe I can invent \"Seytras guidance spell of doom\" or something with it and publicise it so that it has my name on it! :)
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purification is a skill, you buy the glyphs from a merchant, you can have as many as you want
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Whaaaaaaaat?...You....not...saying...that...PlaneShift...will use Tibia...magic system!!! The worst magic system in the whole universe...I hope it\'s someones big joke right? Glyphs, runes whatever you call them suck as magic system...unless they are just like scrolls...and god damn main magic system...
Unless that just involves drawing runes in the air...which is wicked magic system...sadly nearly never used...
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Dont worry this must be a joke :) I dont think people will use the Tibia magic system knowing that it sucks so bad.. but to ease my mind will someone tell me.. this glyph thing.. how EXACTLY will it work..
my idea so far is:
U get the glyph... but u cant use it straight away because it is impure so u have a purify skill to use on it so u can use magic quicker.. basically.
If you have many different glyphs, you are able to cast a variety of spells.. instead of just the one spell associated with the original one glyph.
But if you have to wait to purify the glyphs.. that just means that spellcasters will turn into nothing.. because its like.. YES IM WINNING GO MAGIC.. then 2 seconds later.. oh im out of magic im dead now.
Can somone confirm if my suspicions are correct please? Will PS use the shitey anti-mage magic system or is it my imagination?
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Exactly...rune magic..is anti-mage...cos it makes wizards...worthless...useless shells...and so the world of PlaneShift will be all melee based...with few mages...strugling to kill low level mobs while fighters of the same levels kill something like dragons..whatever this is just an example..
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I don\'t see how this leaves mages as \"worthless shells\"... obviously the types of spells need to be balanced, but you shouldn\'t necessarily be able to play a mage just like a fighter, jumping straight into danger. As far as I\'m concerned, pure magic users \"should be\" few and far between. Remember PS doesn\'t really have classes, just jobs and skills.
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you have to have skills to use the runes, someone cant just pick it up and be uber super mage
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The magic system will have some interesting features in CB. You will compose spells by using glyphs, found in game mainly with completion of quests. Spells will have the ability to inflict damages, heal, improve or weaken a certain stat of a target creature, etc... The caster can decide to convey more power into the spell, trying to create a greater effect. This it\'s usually a bit risky, since the spell can backfire, but it\'s the key to master the magic system.
Hm..find glyphs by quests hm...ye hope those glyphs are not one use only :P
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Question:
(Hope it wasn\'t asked in this thread yet) How do Druke and Karakth know so much about the magic system?
Comment: John, you can purify those glyphs (as Grono and Druke have said).
Another Question:
So this (http://www.planeshift3d.com/wbboard/thread.php?threadid=8696&boardid=11&styleid=3&sid=8045f4a2de6b2a706a4a2aed33ab4b3c) idea won\'t work?
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we\'re the arcane order, it\'s our job to know these things
:P
edit :
and to answer your question,
not with the current system, however if the devs made a spell like that, and had it\'s actualy effect do something like that it *could* happen, but that\'d have to be a really hard spell to get the components to cast etc.
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Figure I\'ll put my thoughts on this.. so...
I\'ve seen a mix of magic systems, one of the more intreguing ones (at least I thought so) was Dungeon Master II: Legend of Skullkeep... for the many who probably don\'t know that game:
The system consisted of a number of runes/commands the player would combine on thier own. The interesting bit of this was that the player had to discover/create all the spells themselves. In the book the runes were detailed and described, so it was a very logical system.
An example spell would be like so:
(I can\'t recall the names, so I\'ll describe the rune :P )
1st - Any power rune (basicly the power of the spell from 1 - 9)
2nd - Poison rune
3rd - Wind rune
This spell compsed a bolt of poison that would fly along it\'s path, and upon striking something, would burst into a poison cloud.
Anyway, I loved this rune system and PS\'s glyph\'s sound very similar. The only problem I had with the DM runes, was one had to write the spell combination manually, or memorize them in RL :P
So maybe once a spell is \'discovered\' by the charactor, it could be saved in the spellbook.
One last note, please, please don\'t use the D&D spell memorization system. As much as I like D&D, I much prefer magic points used for all spells.
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\"So maybe once a spell is \'discovered\' by the charactor, it could be saved in the spellbook.\"
That\'s how it is ingame right now. :)
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Did someone think about the WoW system where spells are bought ?
So a newbie (noob is too... insistent on the fact he\'s a bad player with stupid question) can\'t have many spells because he can\'t buy them, and a very high level can have many spells because he bought them with his huge amount of money.
I say taht because, if you can only have 8 spells, you will have to choose them, and it will make all mage memorizing the sames spells because they are \"roxxor spells\". by learning every single spell and having a specialosation ( if you use an ice arrow you \'ll have more chance to hit or have a critial effect for example) mages will be very different from one to another, because some prefer to burn everyone, other to cryogenizate (don\'t know if this word does exist, but it makes fun to me) everything.
but that was just an idea :D
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Originally posted by Moogie
\"So maybe once a spell is \'discovered\' by the charactor, it could be saved in the spellbook.\"
That\'s how it is ingame right now. :)
Well that is handy now, isn\'t it? :D
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well im into the magic part of most mmos but i dont like the fact that alot of them make being a mage a pain in the *ss...
i dont want to forget my spell after it casting, i dont want to get more of \"X\" after casting my spell a few times. i want to be a warriors equal (as far as strength in moderate spell power %) at the very least.
X= item that would be used up during the cast thats another pain to go back 20 miles to wherever to collect/buy more. i like the mana idea though but i havent gotten to try out the magic in the game so far.
i hope its like stam. in the fact it recharges fairly quickly.
(maybe int. could also determine how fast your mana recharges if it does)
but it shouldnt too easy of a class :). just easy enough that you dont have to start as a warrior to make the money then become a mage later on.