So I assume that at this point you already have a system for how spells and books will work but I figured I could post this anyway, and maybe parts could be considered or at least start conversation.
The idea behind my book/spell system is that I really don't like the idea of pushing a read-book macro. For me it is not fun and not productive, but maybe others will disagree.
How books could work:
1) Choose a book:
a. Charms for First Years
b. Transfiguration for First Years
c. DADA First Years
d. Potions
2)List of spells to learn from each book
a. Incendio
b. Reductio
c. Diffindo
3) Choose the level of the lesson
a. Beginner
b. Intermefiate
c. Expert
d. Master
So lets say you choose DADA, Incendio
beginner- You have learned the DADA spell incendio which will do 1x your level in damage and uses 20MP.
Intermediate- The game's keeper has agreed to help you with this spell but first he needs you to kill 30 bowtruckles in his yard
*Player kills 30 bowtruckles
Congratulations incendio now does 1.5x your level in damage and uses 15MP
Expert- Professor Lavitz has agreed you to help after you remove 50 blast ended skrewts running around the gardens
*Player kills 50
Congratulation your incendio now does 2x your level in damage and uses 10MP
Master- In order to master this spell of fire you must travel deep into the Forbidden Forest and find the eternal fire. Learn from it and you will master it
*Go on some quest/ adventure
Congratulations your incendio now does 3x your level in damage an uses 10MP
Then the quest book/outline/guide? can have
-Book 1 (60%)
Spell A (1/4)
Spell B (3/4)
Spell C (2/4) or Maybe Spell C (Intermediate)
Spell D (4/4)
- Book 2 (30%)
- Book 3 (20%)
- Year 1 Quests (4/9)
- Secret Quests (1/5)
Again I know that the quests seem to be HP and MP driven which you don't like but I am sure there are other ways to improve a spells quality. Time effective, Tiles taken up, colors etc. Or maybe the point is to create your own spell?
Thanks for reading
The idea behind my book/spell system is that I really don't like the idea of pushing a read-book macro. For me it is not fun and not productive, but maybe others will disagree.
How books could work:
1) Choose a book:
a. Charms for First Years
b. Transfiguration for First Years
c. DADA First Years
d. Potions
2)List of spells to learn from each book
a. Incendio
b. Reductio
c. Diffindo
3) Choose the level of the lesson
a. Beginner
b. Intermefiate
c. Expert
d. Master
So lets say you choose DADA, Incendio
beginner- You have learned the DADA spell incendio which will do 1x your level in damage and uses 20MP.
Intermediate- The game's keeper has agreed to help you with this spell but first he needs you to kill 30 bowtruckles in his yard
*Player kills 30 bowtruckles
Congratulations incendio now does 1.5x your level in damage and uses 15MP
Expert- Professor Lavitz has agreed you to help after you remove 50 blast ended skrewts running around the gardens
*Player kills 50
Congratulation your incendio now does 2x your level in damage and uses 10MP
Master- In order to master this spell of fire you must travel deep into the Forbidden Forest and find the eternal fire. Learn from it and you will master it
*Go on some quest/ adventure
Congratulations your incendio now does 3x your level in damage an uses 10MP
Then the quest book/outline/guide? can have
-Book 1 (60%)
Spell A (1/4)
Spell B (3/4)
Spell C (2/4) or Maybe Spell C (Intermediate)
Spell D (4/4)
- Book 2 (30%)
- Book 3 (20%)
- Year 1 Quests (4/9)
- Secret Quests (1/5)
Again I know that the quests seem to be HP and MP driven which you don't like but I am sure there are other ways to improve a spells quality. Time effective, Tiles taken up, colors etc. Or maybe the point is to create your own spell?
Thanks for reading