Re: Battle magic

William Bruvold (
Tue, 16 Nov 93 13:44:22 PST

> I'm considering a timid addition of some battle magic.
> David Kerven suggested having a tree of trainable magician's assitants,
> which I thought was a good idea. Here is what I came up with:
> +----- acolyte
> /
> peasant --- apprentice --- disciple --- battle priest
> \
> +----- aura deacon
> I don't know what they all do yet (and if you can suggest some better
> names, please do). I was going to have one kind of magic-man, the
> battle priest, who has some use in combat. None of the others do.
> I don't want the battle priest to be directly equatable with any of
> the non-magical fighters. Perhaps, at the start of combat, each battle
> priest gets one shot at taking out an enemy noble. Each priest has only
> a 10% chance of success.
> This shouldn't tip the outcome of large battles too greatly. But even
> a greatly superior force would think twice before attacking some
> battle priests, since they have the chance of cutting straight through
> to the nobles right away.
> There should be some sort of magical defense against the battle priest,
> perhaps another battle priest, another kind of magic-man, or some spell
> one could know.
> Comments?
> --
> Rich Skrenta <>

Like it in combo with the temples (something like you must pray for
spells that allow the training of x number of types). I would
suggest that you have aura guys; offensive priests (to take out
nobles) and defensive priests (to protect nobles from offensive

To continue to be the voice of "encourage player
interaction/contingent cooperation" what about some combo. of
the following

1) to consecrate a temple requires two nobles from different
factions which can remove their "blessing" at anytime.

2) You could require that your faction can learn combat _or_ preist
skills but not both. Would force players to at least work together
to fill ranks with combat troops and combat priests.

3) You could tie priests together with some religion/alignment
system-- if you give or take
items to/from a faction pledged to a god your
priests all leave. You could then allow "conversions" but have
penalties. This again would force players to a) try to figure out each
others allegiances b) add some incentives to kill ones oppenents
(perhaps granting them some aura boon if they do.

As design list readers will note; all of these rules are designed
with the idea of increasing the interaction between players. Other
possibilities are welcomed but I think that this is one of the
biggest "needs" of the game as opposed to rule "tweeking" that adds
complexity/depth without "gaming" payoffs.


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