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Original post by Platinum_Dragon
In my perspective, I would say that each element should be an axis and having its own dimension. It such case, you will have a unique point for each spell in a hyperspace, and that each spell only has one point. The circle to me is only a projective representation that is not correct. If you have spells with multiple elements, you will end up with multiple dots, so would it be better to have a shape to represent spells instead of dots, where the boundary would be a integer intervals away from center alond the lines. But a realistic representation can only occur with a hyperspace of multiple dimension.
In two dimension, round equal distant from a point is a circle
In three dimension, round equal distant from a point is a sphere
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In multiple dimension, round equal distant form a point is a hypersphere
To clarify view elements as axis of dimensions, let's for instance there are only three elements: Fire, Water, Wind.
Let Fire be the x-axis, Water be y-axis, Wind be z-axis.
Then Fire and Water becomes xy-plane, Water and Wind becoms yz-plane, and Fire and Wind becomes the xz-plane. The combination of all three elements will lie within the first octant (assuming we are using non-negative numbers) without reaching the three planes.
We can then expand this theory and can therefore find that each spell has a unique position within the hyperspace of all elements.
Conceptually, the system is a 12 dimension space as you described. The 2D graph I came up with was an attempt to display the information in a palatable manner. I think a change of terminology might get rid of the confusion. Each dot represents a spell effect, located somewhere along the axis of it's magic type. A spell is represented by a group of dots.
Quote:
Original post by Platinum_Dragon
Note: Chess is not hard to master compare to Go. Go is even easier to learn than Chess. The only Go mastered is the 6x6 and smaller boards. Even the 7x7 board is too complicated for supercomputers for a few more decades.
Note: Go boards are divided based on the line that divides the board into half. This perimeter line defines the level of abstraction. When you find this line you will understand why they keep talking about the 3rd [territory] line and 4th [influence] line in the 19x19 board. The Number of the territory line is the level of abstraction, and so a 19x19 board is a level 3 abstraction, which we call "Strategy." The level 2 abstraction is called "Tactics," and the level 1 abstraction is call "Skirmish." The level 4 abstraction has not yet have a name.
I used the Chess example because that is the sort of system I hope to achieve. In essence, magic will be a chess game with a larger number of pieces. You use these pieces together to create advantageous tactical situations, like a pin or fork.
It would be interesting to make a magic system that uses the Go model of light tactics but heavy strategy. I'm just not sure how to do that in a combat oriented RPG whose gameplay is tactical by its very nature.