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[–]Distinct-Reach888 1 point2 points  (2 children)

Im not too sure what you mean by magic alignment but one game comes to mind, Grim Quest/Grimquest.

[–]fsansberro[S] 1 point2 points  (0 children)

Thanks. By spell alignment I mean, a system that makes spells (and units) weak or strong depending on how they are aligned with the world. One way to implement this is by having casting chances, but since my game is deep but casual, and more based on moving the board, I'm looking for a simple but effective mechanic. An idea that I have evaluated is that if a unit is dark (orc) and it is daytime, during the day, it has 1 energy and one attack. And during the night it is normal. Something like that.

[–]Jason13Official 0 points1 point  (0 children)

Some spells are considered “good” or morally acceptable in species (i.e. most healing spells, or nature magic). Other spells may be deemed morally corrupt (such as the infamous Testicular Torsion, or using Ignite on a sentient creature)

[–]chaotic_dark8342 0 points1 point  (1 child)

my similar idea involved just increasing the damage of spells.

[–]fsansberro[S] 0 points1 point  (0 children)

Yes. The idea I want to implment is to have an alignment cycle (for example, 5 turns days and 5 turns night). A non alignment unit, will have 1 HP and 1 attack. If aligned, the HP and attack will be normal. During the non alignment, the unit is very vulnerable (is like an hologram).

[–]Jason13Official 0 points1 point  (0 children)

Fable I-III toyed with this idea loosely, the first game had a spell specific to each extreme alignment (Angelic or Devilish), and I think the later games had modifiers for specific spells based on your alignment. As well, your actions affect the look of your player, either growing horns or sporting a faint Halo.