Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!watmath!clyde!bonnie!akgua!sdcsvax!sdcrdcf!trwrb!trwrba!cepu!ucla-cs!srt From: srt@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Limiting Magic Message-ID: <4727@ucla-cs.ARPA> Date: Tue, 9-Apr-85 13:29:48 EST Article-I.D.: ucla-cs.4727 Posted: Tue Apr 9 13:29:48 1985 Date-Received: Sun, 14-Apr-85 02:03:53 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> <255@wuphys.UUCP> Reply-To: srt@ucla-cs.UUCP (Scott Turner) Organization: UCLA Computer Science Department Lines: 25 Summary: > By the way, I have a really neat magic system, but it has one flaw that > the obvious solutions won't really fix: a magic user can go off and spend > some huge amount of time making an arbitrary number of potions or enchanted > swords or whatever and then carry huge amounts of magic with him. Another solution to this problem is to exploit human nature. People have a very hard time trading short term gains for long term gains. So, suppose you have a player who says "Okay, my Wizard Flem is going to make potions for a year". You respond with "Okay, John, we'll see you in six weeks and we'll make the rolls then to see what potions you made." If the player has other characters, make them stay behind to guard and aid the Wizard while he cranks out magic items. If a character wants to take a year to make potions, let him, but make sure that all the other characters get to use that time to their advantage. Even if you let the player run another character during that time, it will be very difficult for him to leave his Wizard alone in a tower while all the other characters plunder some dungeon somewhere. This is particularly effective if the other characters find some trinket that the Wizard has wanted for a long time. If only he had been along! Actually, I don't like this solution much - it seems too antagonistic. The good thing is that you usually only have to apply it once. -- Scott Turner