Children of the Gods (Important poll #12306)

I had the goddess of knowledge teaching me magic its a choice and i had her books. I have no problem with warriors except text wise THEY HAD EXACTLY SAME PROWESS AS MY GIRL TRAINED DURING 5 YEARS FOR THE GODDESS OF KNOWLEDGE it is like i were exactly same good riding horse without never try that my friend Olympic champion. Then we add a mana to make me unable to fight with my only strength while the warrior could fight WITHOUT GETTING TIRED BECAUSE NO STAMINA CHECK.
Also role playing wise i don’t care Emo Mara is a cheerleader with Allure and wit and i dont care unfair metagaming balance. I dont want change my story because some numbers

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Except time (and quiet time to train) is one of the things we’re definitely not getting on Olympus thus far.

Isn’t Aeson an autodidact “mage” too? Of course Aeson likely has perfect all-round stats, but he does seem to prove you don’t necessarily need magic teachers to learn how to control and harness it.
Although it is likely that took Aeson more then a couple of days (which sadly is all the time we’re getting to do much of anything. The final insult is that most of it isn’t filled with useful training or time to reflect but utterly useless highschool stuff).

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We had Athena teaching us and her books so I have being magic trained in the actual text i being trained years since my power manifest.

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And yet we cannot actually do or perform any “magic” ourselves, relying almost entirely on magical items and a theoretical understanding of magic, so the academic theory of magic is about all those books seem to have taught us.
Again we have only just learned how to do one little trick with our own powers and warriors and seducers learn that trick the same way and just as quickly as the “mages”.

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…Huh, the way I understand it is that the new system will most likely be similar to the one in Magikiras, with magic being the universal solution option. In that case putting a limit on it makes sense when looking at it from a gaming balance point.
In that case few times using magic will increase the magic level and at least in the beginning will be the fail proof choice (well it seems like there will be three difficult levels for stat checks), but taking it too often (maybe the player gets a warning) will lead to a hp loss until the “mana/Essence resistance” gets build up again.

That way preference for magic would be rewarded (by making MC’s magic stronger) but taking only ever the magic choice opposed to switching between magic/strenght/wit/allure options would still not be encouraged (because it could kill the MC and it would be honestly dramaturgical boring could MC solve every problem with magic…and terrible overpowered.)

I mean that doesn’t sound that stupid?

But yeah, looking at all the whining going on I’m not sure if just should vote against Mana, just to help that this topic about how weak the mage MC is that’s going on since felt 1000 posts finally finds it end… :rolling_eyes:

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I like looking at a mage MC as a wizard from D&D: warrior types are best at the beginning and can tear through minions like nothing (though our MC isn’t at that yet) but is good in combat. Mages on the other hand go squish if someone breathes on them. 20th level comes around now the warriors are meat shields while the mage destroys…everything. Maybe we will even be able to use magic to enhance physical/combat abilities as well.

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Isn’t that basically teaching us the wrong tricks since our magic is different from anyone else’s? I don’t see how that should make us stronger when we don’t even understand our own magic yet.

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Except we don’t have time to get to 20th level and in the D&D campaign I played mages still had to rest up and study in between adventures in their downtime in order to advance, as did most other classes except for pure fighters who could learn most things in the field.
The problem is that we never seem to get any quiet, uninterrupted downtime while we’re on Olympus. :unamused:

Yes, it is. Probably something done deliberately by “auntie” in order to keep us fairly weak and off-balance.

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Tbh, I feel my mage!MC is kinda badass and capable of kicking butt when she needs to. :smile: Though maybe that’s just her arrogance getting to me… :sweat_smile:

Based on these replies, I’m kinda starting to feel like I’m the only mage player without a dump stat. Strength is my lowest stat, but it is not a dump stat. Rather than neglecting any one stat, I’ve tried to ensure that all my stats get occasionally raised, not just my primary stat.

With danger of sounding rude, I feel like some of these complaints could be somewhat attributed to min-maxing. People are getting upset because they are being forced to rely on their bad stats. This is actually a common balancing mechanic. In Shadowrun, for example, you can put lots of points into Body but neglect Willpower. You’d be able to take several rounds of bullets and remain fighting, but you’d be extremely vulnerable to magic. With opposite stats, the reverse would be true. You could also choose to have okay scores in both stats, but if you want to be great at one thing, there will be situations where you’ll suffer.

Personally I dislike games where the optimal strategy is to pick one stat to max out and only use that stat for the rest of the game. Games are about choices, and that doesn’t sound contributive to interesting decision making.

That said, the game does present Magician and Warrior as equivalent choices. I’d be careful with how a mana mechanic would affect that dynamic. Rather than implementing mana as a mechanic, couldn’t it just be enforced by the narrative? Using the essence takes a lot out of the MC, and they know that, so they wouldn’t just be constantly using it frivolously, rather saving it for when they really needed it. (Rather, I guess smart MCs wouldn’t just be using it frivolously, but those seem to be in dangerously short supply.)

If a mana system were to be implemented, I would hope that it’d be generous enough that you could easily get along assuming you’re somewhat conservative with your power use. I’d rather not have to carefully hoard a tiny pool of mana, in case the next situation will need it more. I suppose thought that if a mage were given more opportunities to use their powers than a warrior, but were limited in how often they could use them, that would also be a kind of balance.

(A little aside: Not having played that path, I’m honestly not entirely certain what the consequences of choosing warrior actually is? How often does your combat training actually come up or affect an outcome, as opposed to just a strength check?)

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I am not a metagamer i am a pure roleplayer. And Like I role play a Cheerleader that want to be a Top Model or a New Marilyn. She is clever. But she doesn’t like fighting or weapons she is just a common girl that founds magic cool like wow being Sabrina. I cant in roleplaying storywise becoming Hulk hogan in order to play game effectively. I would use more Allure and plotting that magic. But I found totally unfair and unbelievable. That a pure warrior have same magical power than me that read magic and tried during years. Same A WARRIOR HAS TO TIRED OUT AFTER FIGHTING LONG TIME. IF A MAGICAL USER HAS MANA PROBLEMS A WARRIOR HAS TO HAVE STAMINA PROBLEMS . Because even Hercules got tired sometimes in stories lol. Now the balance is warrior have all with no issue. Magic user has nothing and future issues. That has no damn sense.

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Like @Sammysam mentioned, I’m also of the opinion that the mechanics of magic in game are such that it can be likened to a ‘universal’ solution for the conflicts that are likely to arise. Magic guarantees success, and I can understand why a maana system might make sense. I’m of the opinion that it’d be easier to navigate, but only under the assumption that a Mage!MC wouldn’t have to have some degree of proficiency with weapons in order to make it through the trials successfully. If you have to end up sacrificing a higher degree of proficiency in magic to have a basic understanding of combat then it’s understandable why it might upset others, but I think we’ll be able to play to our strengths, right? I.E, if there’s a magical solution to a problem, there might be a wit based solution, or something that utilizes high allure instead. I don’t think you’re limiting yourself, per se.
Personally, what first came to mind was the use of theurgy in Havenstone’s Choice Of Rebels. The MC needs blood in order to utilize it, but in all of the raids you can choose to lead, it is very much a universal solution. You’re guaranteed success, but excessive use yields poor results (you pass out from exhaustion).

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I think most of you commenting never played the game as a mage at all. Mage player get EXACTLY SAME PROWESS IN MAGIC THAT THE WARRIOR there is no MAGIC PUFF AND DIRECT VICTORY. The only difference in text was the fact i could recommended a spell to the nurse. Here there is no overpowered magic spell that make mages Op like in many games. My character barely wins against a not top star fighter and because trick her. Warrior have SAME MAGICAL POWER SAME

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By now. But the mana system would be for the revised version not the current one and that 's a pretty important difference.

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My MC is a mage, her highest stats being her charm and wit. She’s got next to no proficiency in combat. Like I said, there’s no one way to win the trials. It wouldn’t make sense from a gameplay perspective, and you’ll have to play to your respective strengths.

This, at least IMO, seems to imply that use of magic virtually guarantees ‘success’. You’re not actively limited by your use of magic? It isn’t like a Mage!MC is going to use a spell and be struck by immediate exhaustion that renders them unable to continue. Somewhat excessive use of magic is what’s going to do them in. You have multiple strengths, right? + Mage!MC’s proficiency in magic not being more actively addressed in text isn’t related to gameplay mechanics :~0?
@ The very least, I strongly doubt Rohie would create that sort of inequality that y’all seem to think is going to manifest within her own mechanics (unless she seriously wants to hamper Warrior!MC’s too, I’m certain it’ll be more balanced). This can’t be as limiting as it’s being made out to be, imo :slight_smile:. This is just my opinion, though! You’re obviously more than welcome to have your own.

Also, mad off topic but has Rohie ever mentioned the Myers and Briggs types of the main characters?

You have to understand that Warriors HAVE ESSENCE CONTROL TOO That’s magic the total origin our magic. This is not like D&D where warriors don’t. Have magic here warrior HAS SAME AMOUNT OF POWER. That’s. Where the issue was they don’t. Need magic they have weapons so for them mana is a joke. A mage only have magic like realistic way of winning. Mara won’t use magic if she could con charm or poison others however realistic only sure way of win is through essence.

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Yeah, I understand that :~). However, a Warrior!MC’s proficiency with magic isn’t going to be comparable to that of a Mage!MC. You seem worried that maana is going to create be a power imbalance of sorts, and I disagree because a mechanical inequality would result in a Warrior!MC being having a higher likelihood of success within in-game conflicts which would conflict with the idea that neither ‘preference’ is objectively more powerful than the other. I feel Rohie will make it so that the mechanics remain balanced.

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I actually like the idea of the Essence being a difficult thing to harness, yet needing to be used to get better at it. It has the potential of adding a risk-reward situation where the Bearer has a decide whether the reward is worth using the Essence or if they should rely on something else (like their natural source or their physical skills).

But if balancing power is something that the magic inclined are worried about, how about making the Mage able to resist the negative effects of harnessing their Essence/Source and making the Warrior more sensitive to it? :thinking:

As one who may have exposed themselves more to their Essence, it would make sense that a Mage Bearer managed to get some amount of resistance that allows them to to not only (and possibly make it easy for them to harness the Source they gain from their father). And while a Warrior Bearer is more adept in physically handling blows and hitting just as hard, their lack of training to their Essence could mean they’re more sensitive to magic in general. It’s not that uncommon in RPGs for a Warrior to have a good deal of physical strength/resistance, yet being more sensitive to magic while a Mage needs to be careful in physical situations, yet are able to rely on their own Essence/Source more in many multiple situations and are even more resistant to enemy magic as well.

So while a Warrior Bearer could need to be more careful about using their Essence because of their inclination to using more physical skills makes them more sensitive to the negative effects, they could also come off as able to take more direct blows and learn combat/weapon techniques even easier than a Mage. And A Mage Bearer, with a possible stronger resistance to their own magic due to being exposed to it more often while they are young, could have a easier time to learn more complex usages of their spells and have a strong enough resistance to magic that they can rely on their magic more often before the side effects start hurting them (and even then, the side effects could be even less severe than what would happen to a Warrior who tries to use their magic more often). It could possibly even translate into the Combat and Essence stats by having Combat rising more easily than Essence for a Warrior and Essence rising more easily than Combat for a Mage.

Maybe the usage of Combat and Essence could even have different meanings for a Warrior Bearer and Mage Bearer. Like it having more defensive meanings, where a Warrior learns to be more resistant to magic (though not as strongly as a Mage would naturally be) and a Mage being able to handle defensive combat and more blows (though not as effectively as a Warrior).

Mind, this is just a possible idea that could potentially make some people more inclined to trying out both Mage and Warrior for the Bearer in different playthroughs and possibly give more balance to the pro/cons of choosing what your Bearer is more inclined to use.

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To be fair, mages can also use combat. The skills aren’t exclusive to either archetype. Depending on the choices you make, your combat and essence scores can vary regardless of whether you actually picked warrior or magician. The one you picked is gonna be higher, but the exact values are affected by multiple choices.

I agree that at the moment there is an imbalance. But I imagine that in the future that would change and the actual value of your essence score is going to have a tangible effect on your magical abilities. Remember that we are still early in the game. (Also you know, the fact that @Rohie is even asking about this stuff implies that she is addressing it.)

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In general I like mana in fast click games like Diablo, as a way to force the player to slow down. In thinking games like this I am usually just annoyed by mana systems. They almost always feel forced.

As far as mages feeling underpowered, I agree that, at least with the current version, they have zero places to feel superior to warriors. Like Mara said, they can do anything we can do. But to be fair, my mage can win all the winnable physical fights just like a warrior. My weakest stat is allure, and I can’t tell that it’s cost me anything.

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Essence:
Essence =0 This skill has yet to be tested.
Essence =5 You know that there is magic in the world.
Essence >5 You know that there is something within you that goes beyond magic.
Essence >10 The ancient power flows freely through you.
Essence >50 The power of the Essence is beginning to spill uncontrollably out of your source.
Essence >70 You could easily call upon the most powerful of storms and the most violent earthquakes.
Combat:
Combat=0 This skill has yet to be tested.
Combat =5 You can throw a punch.
Combat >5 You can throw a punch.
Combat >40 You can hold your own against a group of Seekers.
Combat >50 Anyone would think twice before threatening you.
Combat >60 You have yet to meet someone who would willingly go against you.
Combat >70 You are utterly lethal.

I don’t get what everyone is complaining about, it seems like a world of difference plus there are revisions coming anyway.
People who only rely on one thing tend to die quickly anyway, learn some new tricks.

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