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Attributes

Johnathan edited this page Mar 12, 2024 · 19 revisions

Purpose

Attributes form the basis of how to limit player characters in certain ways so that everyone can't just do everything as well as each other, which would defeat much of the need to work together.

Acts as a way to group certain game mechanics around a particular theme, and provides a framework to build specialisations around. Based on how attribute points are distributed, this determines the strengths and weaknesses of a character.

Strength

Melee items.

Dexterity

Ranged items.

Detection/damage avoidance.

Traps & sneak attack items (Tactics over twitch).

Aurology

Area based passive effects that can be either beneficial or detrimental.

Usefulness scales with the amount of players in the area. Can get a lot more value out of an aura when more players are within range, as it is simply providing it's effect to more players. (Tactics over twitch)

Auras that include some aspect of the Enchanting attribute typically offer a offensive or defensive buff to allies in the area (sometimes called "wards").

Auras that include some aspect of the Cursing attribute typically cause an offensive or defensive debuff to enemies in the area (sometimes called "pits").

Governs most auras.

Summoning

Spawning additional entities into the game world. The term "summon" refers to the thing that is spawned.

Summons that are able to either move around and/or have their own mechanics and AI script are sometimes called "minions". i.e. Imp, Spirit Wolf

Summons that are stationary and act as a temporary environmental benefit or hazard are sometimes called "constructs". i.e. Thorns, Healing Spring

Summons should offer some extra opportunity to players, not take it away from them. Should allow teammates to work together easier, instead of making other players redundant.

Summoning spells that are targetable can be cast on allies, to make the summoned entity follow and protect that ally as if they had summoned it themselves, essentially turning summons from just being something that you can use just to make yourself more powerful, into something that can be extended to the whole team.

For example, the classes that have some melee focus of warrior and paladin (and hunter to an extent) are likely to be at the front and attracting the most attention from enemies and taking the most incoming attacks, but the classes with a focus on ranged attacks that also have access to summoning spells of hunter, druid and occultist can spawn summons and bind them to the melee class characters so they will stay near them to give them assistance, especially if these summons would otherwise be underutilised by hanging back doing nothing at the safe range the summoner may be at.

Summons have their own autonomy as defined by their AI scripts, which is intended to allow the summoner to have an impact outside of their own direct actions, so they don't requiring a lot of extra cognitive effort to micromanage, making them easier to get started with and a good option for new players (available even to the second class available, the Hunter). (Pick up and play)

If the same summon spell is cast again, the existing minion is destroyed and replaced by the new one.

Governs most summons.

Enchanting

Long duration single-target beneficial effects.

Activates when some condition is met, or an action happens, on the affected entity.

Can be thought of as a loose way to express whether a spell should be considered to have a "morally good" or "holy" alignment in its effects. For example, a summoning spell that also incorporates some element of the enchanting attribute may be like summoning a fairy or beneficial spirit.

Enchanting is also more generally about enchantment manipulation, not just application, so may include things like altering existing enchantments in some way, or removing enchantments on enemies.

Governs most enchantments.

Cursing

Long duration single-target detrimental effects.

Activates when some condition is met, or an action happens, on the affected entity.

Can be thought of as a loose way to express whether a spell should be considered to have a "morally evil" or "unholy" alignment in its effects. For example, a summoning spell that also incorporates some element of the cursing attribute may be like summoning a skeleton or demon.

Cursing is also more generally about curse manipulation, not just application, so may include things like altering existing curses in some way, or removing curses on allies.

Governs most curses.

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