Rogue fable iii wand vs staff2/1/2024 ![]() Has a little bit of everything with a downside of needing craftable ammo Both Hands: Casting a spell has a chance to cast the same spell again for 50% effect.Staves: Pure caster, good for high magical damage.Off Hand: Adds a buff to your main hand that adds bonus magic damage to it (So daggers would now deal physical and magical damage to get through both types of armor).If it gets blocked, dodged or it misses it resets the stacks. Each stack increases a buff on you (10% more spell damage, etc) where the buff is dependent on the specific weapon. Main Hand: Each successful hit with your wand grants a stack up to 10.Wand: Good for buffing your skills.The magical version of the one handed sword.Off Hand Only: Adds defensive abilities like shields, armor and magic armor, and lifesteal.Shield: Good for increasing survivability.Both hands: Gives skills/spells a change do cleave for AOE instead of single target damage.Two Handed Sword: Good for high cleave damage.Off Hand: Windfury.when attacking with your main hand has a chance to cause another attack with offhand. ![]() Main Hand: Adds a stacking buffs/debuffs to yourself/enemy.Buffs can include attackspeed and lifesteal and debuffs include increase damage taken to enemy.Off Hand: Increases the critical damage % on all skills/spells.Main Hand: Weapon attacks can backstab dealing bonus damage.In other words gives you two types of crits.Dagger: Good for high single target damage.I want to thank everyone that commented on this as it really helped.īased on the comments this is what I've come up with. My current Idea is to have staffs be more ability based and wands be more like bows (aka you buff you auto attacks more) Any ideas on ways to make wands and staffs feel different. I'm not limiting the players build based on the weapon they wield (want to be a magic assassin with a dagger go ahead), however, each weapon will have a specialty (daggers are for backstab, shields are for defense, etc).įor a mage style class I want to have both staffs and wands, however, I need a way to differ their playstyles to where it's noticeable. I'm making a turn based game similar to slay the spire. Check out our Discord! Suggestions and feedback Message the Moderators r/Games: A place for informative and interesting gaming content and discussions. r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc. "how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are.
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