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Spells & Summons

Posted: Wed Jan 04, 2023 12:55 pm
by Hazard
The addition of sequencers has solved the problem of differences between spellbooks, and so there is no logical reason that your own spells should not work properly and be able to be cast on your own summons, like they used to.

Suggestion: Allow spells to function normally and be cast on summons.

You are sacrificing spellslots to do this. If there are spells you do not have in your spellbook, sequencers have solved this problem and you can apply those with a sequencer to your summons. If there are spells sequencers do not cover, I think it would be far better to introduce more sequencers holding those spells, than to take away player agency and immersion by mechanically prohibiting casting of your own spells on your own summons.

Feels bad man.

I'm still of the firm belief it is better game design for things to be lore friendly, intuitive and encouraging of the characters own powers (because RPG). How something feels, while it is totally subjective and intangible (and sometimes difficult to rationalise), does matter in mediums of entertainment and art, both of which I think video games and roleplaying are. It is a creative endevour and should feel good.

This is a suggestion but if there were a forum section titled 'BEGGING', I'd post it there too.

Re: Spells & Summons

Posted: Thu Jan 05, 2023 9:54 pm
by The GrumpyCat
Please don't post suggestions that we 'reverse' changes, at least changes made wtihin the last year. That's what the feedback forum is for. Rejecting this.