HOWEVER, some of my points were not entirely understood, mostly due to a severe lack of detail in my post. Hopefully the following topics can be somewhat elucidated:
quote: The problem here is with your ratios - you're happy to have some spells cost 50 times less than some others - and it appears that you are adding in an extra point scale instead of just fixing the ratios.
"Ordinary" spells in my game cost from 1-19 MP, in direct proportion to their worth. However, there is a separate class of spells that costs 20 MP and up, to a maximum of 50 MP. There are only two spells in the current DME system that actually cost 50 MP, one of which transports a large group of people from any point in the world to any other precise point in the world, ignoring any barriers. (Normal teleportation in my game will go any distance, but only in a straight line, and not through substantial solid objects.) The other will shift the caster to a previously visited alternate reality of his/her choice. There are five such realities in my game, and each can normally only be accessed from specific "contact points" around the world, making cross-dimensional travel somewhat difficult; thus the high MP cost and long casting time for such spells.
quote: Assuming users are able to grasp the concept, you'll either have people afraid to use their cheap spells in fear of not having the spell points available that they need later on in the quest, or you'll have Final Fantasy-style questing: go out for 30 seconds, blast the bejesus out of everything, go back and rest.
quote: I know this sounds silly, but always pretend that the end user is a complete nimrod. If that doesn't seem very kind, pretend that your end user is a 6 year old with Attention Deficit Disorder. Complexity makes balance a pain, and makes testing more difficult than it should be.
All very well and good, but the second quote is the REASON why most console RPGs play the way you stated. I repeat: FF-style dungeon-scathing is a direct result of assuming users are idiots.
quote: i bet people would find something this simple and redundant a big hastle.
The best point in this entire thread; I have no alibi.
quote: Is it even possible to get such a ridiculous number of magic points in the first place?
Average Level 1 Wizard: 9 MP, 9 SP, most powerful spells cost 3 MP
Average Level 10 Wizard: 180 MP, 45 SP, most powerful spells cost 7 MP
Finally, Sandman, the point of being able to restore your MP is to allow restoration of MP without using Ether/Mana Potions/Energy Potions/etc. If there's one non-gameplay factor in RPGs that disgusts me, it's being able to DRINK something to get more magical energy. Aside from the bathroom-related problems that will inevitably arise after your character has downed 50 doses of Beer of Mana Restoration (or whatever), magic-drinking is just flat-out a disgusting practice. When fighting the final boss in any Square game, my spellcasters spend all of their turns guzzling magic, whenever they're not firing salvos of fireballs. My energy restoration system is at LEAST as balanced and twice as aesthetic as this abominable practice.
All things considered, I'll try to come up with another limiting factor to make spellcasting less monotonous and abusive. Perhaps I'll just put a limit on how many times in an hour an individual spell can be cast...
EDIT:
Inmate2993: My final magic system may very well look something like that, since that's already how my weapon technique system works. Thank you for your advice.
[edited by - DuranStrife on September 13, 2002 9:56:01 PM]