{"id":716,"date":"2010-02-19T21:56:50","date_gmt":"2010-02-20T02:56:50","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/716"},"modified":"2016-11-07T16:30:33","modified_gmt":"2016-11-08T00:30:33","slug":"cotab-spell-memorization","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/716","title":{"rendered":"CotAB: Spell Memorization"},"content":{"rendered":"<p>I said before that it&#8217;s rare for CRPGs to implement anything like <em>D&amp;D<\/em>-style spell memorization unless they&#8217;re explicitly using the <em>D&amp;D<\/em> license.  (The only other games I can think of offhand that use it are the ones in Infocom&#8217;s <em>Enchanter<\/em> series, and those are adventures, not RPGs.)  In early titles like <em>Wizardry<\/em>, the shift away may have been primarily a way of saving memory.  But once mana systems and the like were established as viable, they were obviously more appealing to players.  Being forced to choose a subset of the spells available to you means losing the full freedom and flexibility that those options represent.<\/p>\n<p>But limitations are at the heart of what makes a game.  Perhaps there&#8217;s something that we lose by abandoning the memorization system?  Sometimes, I think there is: a level of preparation.  If you know in advance what sort of enemies you&#8217;re going to be fighting, you can tailor your spell roster to them.  I did this a fair amount in <em>Pool of Radiance<\/em>: going to the graveyard to fight undead, for example, I knew full well that Sleep would be useless.<\/p>\n<p>My experience with playing <em>D&amp;D<\/em> live is that there&#8217;s almost never an opportunity for this sort of advance preparation.  Most scenarios seem to involve either walking into a mostly unknown situation or responding to an emergency that doesn&#8217;t allow you the rest period needed to prepare new spells.  The engine used in <em>Pool of Radiance<\/em> and <em>Curse of the Azure Bonds<\/em> sidesteps around both of those contingencies.  In grand CRPG tradition, emergencies are illusions: if you can find a safe place to rest, you can rest there indefinitely and pick up the emergency where you left off.  And nothing comes unexpected when you&#8217;ve gone back to a previous save.<\/p>\n<p>And yet, my spell choice is seldom driven by circumstance.  Usually I pick the same spells that have proven useful over and over: Fireball, Magic Missile, Cure Light Wounds, Hold Person, etc.  Sleep stopped being useful somewhere in <em>PoR<\/em>.  Now that I can cast Cure Serious Wounds, I&#8217;ve toyed with swapping out an instance of Cure Light Wounds in favor of a utility spell like Detect Magic, but when you come down to it, you never have enough healing power.  And I&#8217;m told in the comments to the last post that it only gets worse at high levels!<\/p>\n<p>I&#8217;m pretty sure this is the fault of the <em>D&amp;D<\/em> spell list, rather than of the basic mechanic.  I can imagine alternate lists making spell selection into a vital part of the game.  Indeed, other games do this routinely, just not with spells: consider <em>Pok\u00e9mon<\/em>.  Or, closer to what a game like this one would do, consider what some games (<em>Blood Omen<\/em>, for example) do with variously-enchanted weapons and armor.  Of course in order to make that into a prep-time activity, the game would have to prevent you from changing weapons and armor mid-fight, and the engine used here doesn&#8217;t do that.  (Yes, you can change out of plate armor between sword-thrusts; the only thing preventing players from noticing this is that you usually don&#8217;t have any motivation to do so.  Everyone should be wearing their best equipment all the time.)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I said before that it&#8217;s rare for CRPGs to implement anything like D&amp;D-style spell memorization unless they&#8217;re explicitly using the D&amp;D license. (The only other games I can think of offhand that use it are the ones in Infocom&#8217;s Enchanter series, and those are adventures, not RPGs.) In early titles like Wizardry, the shift away [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12],"tags":[358,355,354],"class_list":["post-716","post","type-post","status-publish","format-standard","hentry","category-rpg","tag-curse-of-the-azure-bonds","tag-pool-of-radiance","tag-ssi-gold-box"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/716","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=716"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/716\/revisions"}],"predecessor-version":[{"id":4395,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/716\/revisions\/4395"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=716"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=716"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=716"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}