Forum Discussion
7 years ago
> @MasonGamer said:
> I'm on the fence with this one, I think Humans should be able to do magic. It should just be more of a challenge for them to learn.
> For Example, My Sim-Parents Trent {Human}, and Julia {Sorceress}, they're going to get married, and I'm going to have Trent be curious about Magic. Intrigued, Julia is going to allow him to do a Few Spells. So in order for a Human to cast Spells, Enchantments, Potions, Curses etc I think they need to acquire another sorcerer's Spell book, which is only obtainable by a Sorcerer.
>
> As for Success/Failure waits, to cast spells, It should rely on 3 Factors: Emotions, Needs, and Exercise, not traits.
I don't think I've explained myself very well, but when I said Humans are limited to the format of their magic, I didn't say they were incapable of doing any magic. Their magic will just more closely resemble the rituals a pagan would do in real life with some visual and sound effects that show it worked before the actual result of the spell. Sure, this isn't going to be as freely magical as being a Witch, but it gives a sense of realism and allows the Supernatural to not detract the regular sims game, which was one of the complaints of the original Supernatural expansion pack. If there's no difference from being a Witch and a normal sim besides a few extra tomes to read, there's no point in including the life state at all.
A Sorcerer would actually be the way to do that being that they are usually defined as regular people learning magic rather than someone born with the innate ability, which is why I'm differentiating them from Witches. They should have to seek out an apprenticeship and the magic should be more untamed and unpredictable meaning that being a Sorcerer would provide challenging gameplay elements and more depth to the game. The ritual and potion-based natural magic of Humans should still be an option for players who want the challenge to mostly be gathering ingredients for potions and rituals instead of the challenge that being a sorcerer may become.
> @MasonGamer said:
> I think Werewolves Should Have More than 2 Forms
> By Default they have their Human and Werewolf form
> A Strength you can Unlock: Wolf Form, which adds a 3rd form, the ability to turn into a Actual Wolf, customizable in cas and Controllable by player.
> A Weakness you can Unlock: Beast From, Which is More of the Big Scary Ferocious, Werewolf form, However this form is more extreme.
> Wolf form and Beast Form Conflict.
I want each Life State of sims to have their own individual forms of magic to make it as varied as possible. Maybe a werewolf's magic would be more sensitive to lunar phases and more focused on communication with animal spirits and shapeshifting, which would allow for the regular wolf form along with other possibilities.
> @MasonGamer said:
> Needs: Magic is Energy, No Magic Meters, Your sim's ability to do Magic will feed off of Your Sim's Energy Gauge, So rest up, and eat well
> I think Sorcerers should just Have 2x More energy than a Human.
>
> Exercise: Like most Sports, Singing, Dancing. Magic requires Practice, and if you decide to take a break from magic, for example 1 >Simweek without Magic, You will find your spells will be weaker. Also I think the Spells your sims Exercise the most, Shall be the spells >will autmoniously cast in Duals.
I think that would be a better idea both for the ability to study magic- which they would probably need to do for the rest of their lives rather than just in their youth- and provide an extra challenge of studying magic. Maybe a magic user would have a larger appetite due to the increased brain power from using spells and have special witchy meals that they could learn to make to fill up their hunger bar more efficiently. A magic school or Sorcery apprentice would serve the student these foods exclusively, but they'd need to learn how to make those foods to keep the same spell-learning ability they once had.
> @MasonGamer said:
> Meh, I know Vampires, Dark Form is optional. I just want it to be clear, Light Magic Can be used for Evil, and Dark Magic can be used for Good.
> So I just don't want every time I use a Dark Spell, my "Alignment" Shifts and I have to balance it out with Light Magic.
The Dark Form shouldn't have to be optional, and since the framework is already there, it could be used both to flesh out that life state further and flesh out others they could create.
In the Sims 2, if you used both good and bad spells, it would cause you to either go on one end in alignment or become more neutrally aligned. While it does hinder a player's ability of freedom somewhat, there isn't much of a reason why a Good Witch would use bad spells unless it was an absolute necessity. Otherwise, they wouldn't be a Good witch, they'd be Neutral. While I understand why it would be annoying, it poses a challenge that is lacking in typical gameplay. Unfortunately, the Sims series has strayed from challenges in most aspects of the game, and only brings them back arbitrarily. Having them is nice, and if a player has a clear characterization of a sim in mind, that sim probably won't stray from the alignment they want as a natural part of gameplay.
That being said, unintended consequences of Good and Evil spells would be really great in fleshing out the depth to magic. Spells should backfire on the user and give Evil consequences of Good Spells and Good consequences to Evil spells much like the wish on a genie. A Good spell to make two sims fall in love might create a very incompatible relationship where they essentially hate each other, while an Evil spell might wish for misfortune on a sim only to give them immortality by being Unlucky and get a bunch of donations from other sims feeling sorry for them.
> @MasonGamer said:
> As for Success/Failure waits, to cast spells, It should rely on 3 Factors: Emotions, Needs, and Exercise, not traits.
The traits weren't going to be the only factor on a spell's success, but should be one of them. An Absentminded Witch is not going to be very effective at focusing on spells or potions and would need to be extra careful doing both, which would give the game more of a challenge. A sim who is naturally evil shouldn't be very good at Good spells or is more prone to having them come with negative side effects, and the opposite should be true with sims with traditionally good traits.
> @MasonGamer said:
> And you can choose what your Supernatural Looks Like, For Fairies I think the Should change the Life State to Elven, where if the
> Player choses them to have wings, they are a Fairy; No wings they are an Elf.
This would probably confuse players too much, especially if the wings were the only thing keeping Fairies and Elves separate. In folklore, Elves are Fairies but they have their own unique societies and abilities much like how Gnomes and Leprechauns are also considered fairies with their own unique differences. Categorizing them just on whether or not they have wings really dumbs them down too much, and a lot of players would find it redundant. I think it would be best to stick to standard winged fairies and flesh out their abilities and behavior to be unique to their lifestate, with an extra focus on how their strict culture affects their interactions with other sims of other life states. The only reason that I prefer their human form to be wingless is that they stick out like a sore thumb in a very bad way if they show up anywhere in the game outside of Moonlight Falls and worlds specifically catering to Supernatural sims. Having to reenable the expansion pack whenever I want Supernatural sims is too much of a chore. It could be explained that because they are magical beings, they are able to blend in with the humans by shifting into a form that resembles them, but their true form has wings.
> @MasonGamer said:
> And Finally I think they should open the door for Magic Hunting, Hunt all Supernaturals
>
> I know It's rated Teen, and You can't drop a werewolf with silver tipped arrow... but you can poison them with Wolfsbane, Mistletoe. A New Moon is the Best time to take down a werewolf. because their power is at their weakest to sense Their food has been poisoned.
>
> "You know I never liked Vampires. They're like Human Sized Mosquitos... So what happens when a Vampire drinks the blood of a Sorcerer? The sorcerer is turned into a Human, and the Vampire Gains all their power. Fortunately for Me I killed mother-vampire, right as she gave birth to a Son. I've kept him alive and raised him for this special moment."
> -Kieron Dior{Hunter and Grandfather} to Aria Dior {Huntress and My exGirlfriend}, As they watched My character be fed upon by Daniel DuVal
>
> Just saying Sims Medieval had Assassinations and It was rated Teen.
This would be a good deterrent for Supernatural sims being as openly supernatural in most sims worlds, and would explain why they shapeshift into humans. The hunters would be the few sims perceptive enough to tell their true nature, but they would need to get them alone or in sneaky ways like that or else other sims would react as if it was a regular murder. Remember, most sims have no idea supernatural sims exist, so a hunter would risk looking like a psychopath to a sim that isn't knowledgeable of the supernatural world.
------------------------------------------------------------
Summary:
Providing a challenge to a supernatural experience would make it feel more engaging to players. The supernatural world should not have to spill into the regular world to the extent that you need to disenable and re-enable the expansion pack every time you want to play another family, and the effects of a secretive supernatural world adds more depth and mystery to it. Every life state should be unique in both how it performs and how it does magic, and regular sims should have some magical abilities as well but in a way that is believable from a storytelling standpoint.
> I'm on the fence with this one, I think Humans should be able to do magic. It should just be more of a challenge for them to learn.
> For Example, My Sim-Parents Trent {Human}, and Julia {Sorceress}, they're going to get married, and I'm going to have Trent be curious about Magic. Intrigued, Julia is going to allow him to do a Few Spells. So in order for a Human to cast Spells, Enchantments, Potions, Curses etc I think they need to acquire another sorcerer's Spell book, which is only obtainable by a Sorcerer.
>
> As for Success/Failure waits, to cast spells, It should rely on 3 Factors: Emotions, Needs, and Exercise, not traits.
I don't think I've explained myself very well, but when I said Humans are limited to the format of their magic, I didn't say they were incapable of doing any magic. Their magic will just more closely resemble the rituals a pagan would do in real life with some visual and sound effects that show it worked before the actual result of the spell. Sure, this isn't going to be as freely magical as being a Witch, but it gives a sense of realism and allows the Supernatural to not detract the regular sims game, which was one of the complaints of the original Supernatural expansion pack. If there's no difference from being a Witch and a normal sim besides a few extra tomes to read, there's no point in including the life state at all.
A Sorcerer would actually be the way to do that being that they are usually defined as regular people learning magic rather than someone born with the innate ability, which is why I'm differentiating them from Witches. They should have to seek out an apprenticeship and the magic should be more untamed and unpredictable meaning that being a Sorcerer would provide challenging gameplay elements and more depth to the game. The ritual and potion-based natural magic of Humans should still be an option for players who want the challenge to mostly be gathering ingredients for potions and rituals instead of the challenge that being a sorcerer may become.
> @MasonGamer said:
> I think Werewolves Should Have More than 2 Forms
> By Default they have their Human and Werewolf form
> A Strength you can Unlock: Wolf Form, which adds a 3rd form, the ability to turn into a Actual Wolf, customizable in cas and Controllable by player.
> A Weakness you can Unlock: Beast From, Which is More of the Big Scary Ferocious, Werewolf form, However this form is more extreme.
> Wolf form and Beast Form Conflict.
I want each Life State of sims to have their own individual forms of magic to make it as varied as possible. Maybe a werewolf's magic would be more sensitive to lunar phases and more focused on communication with animal spirits and shapeshifting, which would allow for the regular wolf form along with other possibilities.
> @MasonGamer said:
> Needs: Magic is Energy, No Magic Meters, Your sim's ability to do Magic will feed off of Your Sim's Energy Gauge, So rest up, and eat well
> I think Sorcerers should just Have 2x More energy than a Human.
>
> Exercise: Like most Sports, Singing, Dancing. Magic requires Practice, and if you decide to take a break from magic, for example 1 >Simweek without Magic, You will find your spells will be weaker. Also I think the Spells your sims Exercise the most, Shall be the spells >will autmoniously cast in Duals.
I think that would be a better idea both for the ability to study magic- which they would probably need to do for the rest of their lives rather than just in their youth- and provide an extra challenge of studying magic. Maybe a magic user would have a larger appetite due to the increased brain power from using spells and have special witchy meals that they could learn to make to fill up their hunger bar more efficiently. A magic school or Sorcery apprentice would serve the student these foods exclusively, but they'd need to learn how to make those foods to keep the same spell-learning ability they once had.
> @MasonGamer said:
> Meh, I know Vampires, Dark Form is optional. I just want it to be clear, Light Magic Can be used for Evil, and Dark Magic can be used for Good.
> So I just don't want every time I use a Dark Spell, my "Alignment" Shifts and I have to balance it out with Light Magic.
The Dark Form shouldn't have to be optional, and since the framework is already there, it could be used both to flesh out that life state further and flesh out others they could create.
In the Sims 2, if you used both good and bad spells, it would cause you to either go on one end in alignment or become more neutrally aligned. While it does hinder a player's ability of freedom somewhat, there isn't much of a reason why a Good Witch would use bad spells unless it was an absolute necessity. Otherwise, they wouldn't be a Good witch, they'd be Neutral. While I understand why it would be annoying, it poses a challenge that is lacking in typical gameplay. Unfortunately, the Sims series has strayed from challenges in most aspects of the game, and only brings them back arbitrarily. Having them is nice, and if a player has a clear characterization of a sim in mind, that sim probably won't stray from the alignment they want as a natural part of gameplay.
That being said, unintended consequences of Good and Evil spells would be really great in fleshing out the depth to magic. Spells should backfire on the user and give Evil consequences of Good Spells and Good consequences to Evil spells much like the wish on a genie. A Good spell to make two sims fall in love might create a very incompatible relationship where they essentially hate each other, while an Evil spell might wish for misfortune on a sim only to give them immortality by being Unlucky and get a bunch of donations from other sims feeling sorry for them.
> @MasonGamer said:
> As for Success/Failure waits, to cast spells, It should rely on 3 Factors: Emotions, Needs, and Exercise, not traits.
The traits weren't going to be the only factor on a spell's success, but should be one of them. An Absentminded Witch is not going to be very effective at focusing on spells or potions and would need to be extra careful doing both, which would give the game more of a challenge. A sim who is naturally evil shouldn't be very good at Good spells or is more prone to having them come with negative side effects, and the opposite should be true with sims with traditionally good traits.
> @MasonGamer said:
> And you can choose what your Supernatural Looks Like, For Fairies I think the Should change the Life State to Elven, where if the
> Player choses them to have wings, they are a Fairy; No wings they are an Elf.
This would probably confuse players too much, especially if the wings were the only thing keeping Fairies and Elves separate. In folklore, Elves are Fairies but they have their own unique societies and abilities much like how Gnomes and Leprechauns are also considered fairies with their own unique differences. Categorizing them just on whether or not they have wings really dumbs them down too much, and a lot of players would find it redundant. I think it would be best to stick to standard winged fairies and flesh out their abilities and behavior to be unique to their lifestate, with an extra focus on how their strict culture affects their interactions with other sims of other life states. The only reason that I prefer their human form to be wingless is that they stick out like a sore thumb in a very bad way if they show up anywhere in the game outside of Moonlight Falls and worlds specifically catering to Supernatural sims. Having to reenable the expansion pack whenever I want Supernatural sims is too much of a chore. It could be explained that because they are magical beings, they are able to blend in with the humans by shifting into a form that resembles them, but their true form has wings.
> @MasonGamer said:
> And Finally I think they should open the door for Magic Hunting, Hunt all Supernaturals
>
> I know It's rated Teen, and You can't drop a werewolf with silver tipped arrow... but you can poison them with Wolfsbane, Mistletoe. A New Moon is the Best time to take down a werewolf. because their power is at their weakest to sense Their food has been poisoned.
>
> "You know I never liked Vampires. They're like Human Sized Mosquitos... So what happens when a Vampire drinks the blood of a Sorcerer? The sorcerer is turned into a Human, and the Vampire Gains all their power. Fortunately for Me I killed mother-vampire, right as she gave birth to a Son. I've kept him alive and raised him for this special moment."
> -Kieron Dior{Hunter and Grandfather} to Aria Dior {Huntress and My exGirlfriend}, As they watched My character be fed upon by Daniel DuVal
>
> Just saying Sims Medieval had Assassinations and It was rated Teen.
This would be a good deterrent for Supernatural sims being as openly supernatural in most sims worlds, and would explain why they shapeshift into humans. The hunters would be the few sims perceptive enough to tell their true nature, but they would need to get them alone or in sneaky ways like that or else other sims would react as if it was a regular murder. Remember, most sims have no idea supernatural sims exist, so a hunter would risk looking like a psychopath to a sim that isn't knowledgeable of the supernatural world.
------------------------------------------------------------
Summary:
Providing a challenge to a supernatural experience would make it feel more engaging to players. The supernatural world should not have to spill into the regular world to the extent that you need to disenable and re-enable the expansion pack every time you want to play another family, and the effects of a secretive supernatural world adds more depth and mystery to it. Every life state should be unique in both how it performs and how it does magic, and regular sims should have some magical abilities as well but in a way that is believable from a storytelling standpoint.
About The Sims 4 General Discussion
Join lively discussions, share tips, and exchange experiences on Sims 4 Expansion Packs, Game Packs, Stuff Packs & Kits.33,257 PostsLatest Activity: 21 minutes ago
Related Posts
Recent Discussions
- 22 minutes ago
- 46 minutes ago
- 3 hours ago
- 4 hours ago