Lost this dang post the first time around. Let's see how it goes this time.
EDIT: STUPID website. I copypasted this into notepad. Used the find-replace option to replace all quote open tags to bold open tags, and all quote close tags to bold close tags. worked flawlessly, all quotes bolded, which means all quotes should have been quoted. Dumb as a butt. D:
They are the magical equivalent of alcohol. You lose (reduce, "restore") X exposure, immediately, which is a state that lasts Y seconds. After Y seconds is up, you gain (increase, "damage") it all back, plus 5. It was a trick of the mind, and the sudden change shocks you. It's a net loss situation. If you cast the effect again on yourself while the effect is active, it does nothing; it does not stack. Totes get it now. It works the way I suggested it should work when I didn't get it.

Awesome. Love it.
Water Walk was my favorite spell from Morrowind. I'm a little afraid of scope creep here. This sounds like a thing best served from a real magic mod. Let me think about it and perhaps do some research into who else has done this spell (if anyone).Well, in Skyrim, water's not ever really a big obstacle. If the spell is a two-handed channel, I can't see it actually being used for anything else. You can't fight on water when you're dual channelling, you can't really escape enemies because they'll just swim to pursue you, and you really could just run in any direction to escape; in the end, Water Walk would only be, in my eyes, avoiding the frigid waters of Frostfall.
Dragonhalt: Hmmmm. Not bad. Keep the risk there, but temporarily give their combat abilities back. I think that could work. I probably wouldn't charge a material component for it, but, we'll see. If it were sufficiently expensive and annoyingly long to cast, it would balance itself I think. I'm really trying to save the material components for the spells that really create "something from nothing", or have very big effects, and I think the shelter spells qualify for that.I feel material components are a great way to prevent enchanters from ruining spells like this early on. (Everyone can and usually will end up with a god-like Dovahkiin with 100 in everything, so it can't be avoided forever, but let's assume we balance with sane players in mind.) I feel a material component would prevent people who stack magicka cost reduction from abusing this otherwise powerful spell, but I also totally understand your stance on material-for-material.
Evaporation: On the one hand, I think a mage with billowing steam coming off of him as he channels a spell looks really awesome in my head. On the other, being wet is one of the riskiest things in the north. What about, only allowing you to dry off by 50% (Damp)? That would at least get you out of the Drenched and Wet penalties, without removing the risk entirely. I dunno, not sure yet. Or what about a channeled spell that dries the player, but also hurts them? (a la Equilibrium)Would totally look awesome. I think an equilibrium type effect would be pretty awesome - steam is not the safest of things to come into contact with, but I suppose it depends on the rate of evaporation. Also, I can't see logic behind a spell designed to evaporate you to dryness only working... Half the way. Why stop there? Why not cast it again to get now-dry? A channelled pain-causing dryer spell would be pretty awesome.
I thought Conjure Tent would be boring, but maybe you're right in that there needs to be a lower-end option starting at 25 for a budding mage. My problem with it is someone teching up to 25 conjuration relatively quickly just for that spell and then going through the rest of the game never needing to carry a tent again. My definition of "serious mage" starts at about 50, anything less I consider amateur or casual spellsword without a serious magic commitment. The barrier to entry to circumvent the need to carry a tent I feel is probably too low at 25. It would need to be inferior to a normal tent. Especially in light of the fact that the Shelter spells are essentially a combination Fur + Leather tent, in that they keep you completely warm and dry; I think the high spell skill requirement and the material components offset this however.I find it odd that budding mage starts at 25, but it does suggest that everyone is born with an innate capability of magicka, so 25 is about the starting area for a real mage. But that's why you add a perk requirement. People would dip into a skill enough to get some competency in the skill, but a perk investment (in unmodified vanilla-perks Skyrim) is a hefty investment, especially when, on harder difficulties, it is practically required to invest in certain things to simply be able to kill your way onward. For a non-mage, an investment of a perk into Conjuration is NOT worth a measy few carry points, but for someone heading up the serious mage path, it's almost nothing. Perhaps consider having the first tier be closer to 30 as well? That's slightly out of range for dippers, and approaching 'seriously going Conjuration' territory.
I want to keep the number of possible shelters in check. Too many and things get confusing, and people wouldn't use half of them. I'd rather refine the ideas around a few very good choices than add additional ones that might not get much use.I agree entirely. Just the three is a perfect range: Beginner's tent at ~25-30, then mid-level tent with 1-storage and maybe 2 beds at ~50, and then extravagant, all out goodness at 100. I'd also, as a side note, have the storage for the mid-level tent be the same as the storage in the high level tent. (So if it's a chest in the mid level tent, then the chest in the high level tent is the same entity.)
Conjure Spriggan might as well be "summon firewood" with additional flavor, so we have to look at it in that context. The question is whether or not I would want such a spell, and the answer is generally no. I might also have a player expectation issue with this ("Why can't I keep it as a companion and let it fight with me?" "My spriggan attacked the jarl and now I'm homeless..." "I found my spriggan and Ysolda together, is that bad? Should I be worried?"). However, with Transmute Wood, I guess I sort-of already have a summon firewood spell. You just have to jump through more hoops to get it. Harvest Wood, Deadwood, pick up deadwood, transmute wood. Is that more fun or less fun than a spriggan that does it for you? I'm not sure. I'll seriously think about it, it might be cool.(Rewriting this is a b***h... XD) It may as well be the same, yes, so let's look at the context. Your dichotomy, as previously stated, is that nonmagic survival solutions must a: be more permanent (axe: check.) b: cost much less over the long run (axe: check), and c: weigh far more (axe: check.).
Magicka-based survival solutions must be a: less permanent, b: cost much more over the long run and c: weigh far less. A Conjure Spriggan or even Conjure Firewood spell would check off all of these things. A: less permanent: only once per cast, and thus once per expenditure of time, magicka (doesn't seem like much but it is) and material components do you get wood/deadwood in return. Far less permanent than an axe. B: cost much more over the long run: material cost of reasonable level immediately makes this true. A reasonable magicka cost also makes a hefty dip in your survival, given multiple casts for multiple wood-gatherings, also costing more materials and time while you freeze slowly, but the magicka also has to go toward your shelter and possibly even your campfire, or if necessary your spells to prevent you from dying while you wait for wood. Potions down the drain just to survive, and then next time you roll into combat, you are left magicka-potion-less and shouting "OOM!" while getting your rear handed to you by angry orcs. It would be a balance and risk to weigh. Speaking of weight, C: it would be weightless, of course.
That's my take on it. If the Spriggan/spell also returned deadwood, Transmute Wood would always be useful.
Heh, Bound Axe. It's logical but I'm trying to keep things a little separated there. I'm already taking some artistic liberties with the bound cloaks; according to canon, conjuration only summons things directly "from Oblivion". So daedric-looking armor and weapons. Granted, Oblivion is just a type of plane, of which there are many, but still, I'm trying to keep that usage under control. Also the gameplay implications of that are not so hot.Bound, Conjured and Summoned are three separate deals with Conjuration. In the Lore, Conjuration summons things from other planes, and conjures items from Magicka. The binding of weapons and armour, in the lore, were only ever of Daedric appearance, but since Skyrim, Conjuration is a lot further reaching than just Oblivion. Not only do the guards regularly quip at Conjuration experts to conjure them a sweetroll, or to the more powerful, 'conjure me a warm bed, will you?', but I doubt all of the Atronochs come from Oblivion itself. Also, the lore directly states that, while summoning calls a creature to you from another plane (easily manageable with something like the Spriggan), Conjuring is the creation of objects out of your magicka reserves, so creating anything is pretty possible, and also supported somewhat by lore. The only downside is that it is impermanent, so conjured firewood wouldn't make sense.
Bound weapons and armour are an odd one - they are technically conjured items, as they are not summoned, but created from Magicka (hence their appearance), but they are always in the form of Daedric items, which I believe part of the reasoning was that Daedric used to be cream of the crop for Morrowind/Oblivion. If it weren't thusly established, and weren't for the fact that Dragons only cropped up again so recently, I feel people would be conjuring weapons and armour in Dragonbone form instead. But that's neither here nor there. Bound Axe might not be the best, gameplay wise. Would require heavy balancing, and if you get around to a workable concept for Conjure Spriggan, it's not
Conjure fire-pit - Yea, the time and pacing and requirements of this would have to be carefully handled. It veers precariously close to "magicka-for-exposure-loss".Again, material components, as it's essentially making 'something out of nothing', as you said. The timing, yes, would need to be carefully handled so it does not give you more than a few points, but as I also said, allows you to simply begin fuelling it. A tiny buffer of say, 5 points of exposure at most, however many seconds that would grant the player to begin fuelling it, or if it goes out, a brief time to scrounge materials to start it again and begin fuelling it.
Cloud Storage LOL. I guess that's a very accurate anology.
Any sort of thing that follows the player is prone to failure (getting stuck, so on) and is something I want to avoid for the sake of my own sanity. But a summonable chest is fine, as long as it costs you something material to access it.Followers seem to make a great go of it. You just teleport if the player gets out of X range and isn't looking. Easiest fix to pathfinding ever done in Skyrim. XD Plenty of mods cover it really well, but I've just never seen following storage aside from dumb-as-a-butt horses. XD But yes, summonable chests would be neat.
I'm in favor of this. I'd still not require a material component for these. In combat, magicka is the limiting factor. (In fact, it could be argued that all three stats, Health/Magicka/Stamina, only have relevance while in combat). Material component costs are really for things that happen outside of combat. I'm happy to allow your magicka to do the talking here. If you're in combat, you're wasting magicka for this at the expense of being able to cast other spells, which is a strategic choice. I would be cool with allowing you to absorb a flat amount of exposure per target, depending on the enemy and the environment. You bring up good points on who it should work on and who it shouldn't. An AOE variant might be pretty cool. I also agree that a Drain (instead of Absorb) Warmth spell doesn't really have enough oomph.I agree with all of the above, though if no material component costs, then the limits on how much could be absorbed in X timeframe, as well as the 'absorption ratio' would have to be tweaked to adjust and balance. But there are a clearly defined set of numbers you can weak and balance, strictly put in place to directly prevent all abuse. Just got to find that sweetspot!
A couple of the ideas I was bouncing around were: a channeled spell that restores exposure, but only when indoors; the absorb spells (which I guess more logically fall under Destruction); some kind of Stasis spell that pauses exposure as long as the effect is maintained, but you can't move (though the utility of this would probably not be very good, I see this as just postponing the inevitable).I was pondering the idea of a rooted Stasis spell, but the only use I could think of is waiting for your Spriggan to return with firewood when you're about to freeze to death. Otherwise it's quite useless. Absorb definitely would go under Destruction, as it'd strictly be a harmful spell. A channelled spell that restores exposure, regardless of where you are, is exactly what you're afraid of - magicka-to-EP. If anything suggested, I'd be avoiding that like the plague, because then the game simply becomes 'get indoors before freeze, channel some exposure yo.' 100% magicka reduction + some pots means the entire mechanic goes out the window. If you did this, there would have to be a similar limit to the absorb spells about how much exposure you could get back in X minutes, but still, this is direct magicka to EP, regardless of the indoor-requirement, I feel.
I'm not developing my own version of Wet and Cold; I'm not going to spend time doing things Wet and Cold does already really well.Ah. I thought you previously stated you were working on integrating some of the features in Wet and Cold into the game. Well that's good to know, regardless. It's a neato mod that does things really nicely, and makes a great addition to Frostfall anyway. Maybe a little tandem development is in order - Wet and Cold handles all the visual effects of being cold-as-****, while Frostfall handles the crunchy bits! ;D
It's just not contextually relevant. You see a bandit, you fight the bandit. You don't stare at the bandit until he keels over. The bandit also has his own sense of self-worth, and it can be assumed that he's doing what he needs to do to get by. If this were D&D, i'd say you each get a modifier to AC and to-hit due to exposure and weather conditions.This is true, but I've had some fights go on LONG... I just envisioned the coolness of, after absorbing as much of his EP as you can, he fights on, and you barely best him, but as you're getting closer to a final killing stroke, he simply kneels down, and never gets back up... Something totally poignant and kind of saddening about it...
Yea, this ended up not working out anyway, so don't worry about it.A bit of a shame - I liked the concept, just not that it was bound strictly to a select few backpacks among all the backpacks.

Sorry to hear it didn't go over well.
They used to, but they don't anymore, and never will again. It's too technically difficult with this many tents.Yeah, durability in a well made tent is something I didn't particularly get. A tent, given its number of uses, would last a person who takes care of it many years. Skyrim, as I see it, is a game that takes place... Inside all of a year? I could see armour replacements in that time, given the terrifying and brutal combat and dragonz, but unless something came on up and ripped it up, I wouldn't see a tent wearing out too soon. Perhaps I'm putting too much faith in tentmakers, but they's damn durable!
It depends entirely on the spell requirements. If you have honest-to-goodness committed to a school of magic, then your method of doing things should reflect that playstyle. You could make a similar argument: "If I have Ebonyflesh from Alteration, and it boosts my Armor Rating by 300, that possibly negates the want of having a shield or heavy armor." Not everyone has teched up that high in Alteration or specialized in magic, so plenty of people still use armor and shields. As long as the requirements fit the playstyle, I'm cool with that.Good point. My argument was toward the issues, I think, of your stated dichotomy - to put it in your words, I think I felt that the woodcutter's axe was somehow less permanent than a bound-axe spell or a spriggan conjure, but given the talk of increased requirements for the spriggan spell, and the cut of the bound-axe for lore issues, woodcutter's all the way for nonmages!
The dichotomy, overall, that I want to highlight, is:
Non-magical camping solutions are: more permanent, cost much less over the long run, weigh far more
Magical camping solutions are: less permanent, cost much more over the long run, weigh far less.As referenced several times above, I love how simply stated and clean this is, and how well it applies. Mega thumbs up here.
As long as the costs match this paradigm then I'm fine with it. You are choosing to reclaim carry weight space by 1) specializing in magic, not something everyone does, and 2) spending money. You're not going to just "find" Quicksilver Ingots or Refined Malechite quite that easy. Iron ingots can be had more readily. This is a big reason why I want to keep the spell requirement for this at around 50.I... Never had trouble coming across quicksilver ingots or refined malachite...

>_> Really, I've never been 'in shortage' of it. That might just be me, however, packrat that I am! I tend to find everyone becomes god of everything in Skyrim toward the end, but as I said way above, that's not something you can ever try ot balance for, or everyone suffers forever. 50 I feel is a great point where you really are SrsMage McCastyPants, but I feel that you shouldn't push everything toward it for fear of dippers. I think 30+perk requirements (not just for first ranks either, I think superbasic perk requirements for most major things would be neat, but also a bit limiting, I guess...) 30+perk requirements would be a great limiter and prevent most-to-all dippers; as I said, a single perk is a big decision for most all of the early and mid game, and thusly a great deterrent.
Thanks for taking the time to read the mega post and this response. Really hope you got something useful out of it all!
One thing I just want to say that's been worrying me about these "Absorb Heat" spells is to take care in keeping them from being too strong. Maybe humanoids only, and they give a debuff that allows you to only get the effect once per x hours?
I'm imagining bad possibilities of using followers as heat batteries, or running around blasting all the foxes/deer you see in a blizzard. While all this may logically make sense, it's not the sort of gameplay that I think would be stimulating, rewarding, or really even fun. So far, Frostfall has went to good lengths to reward the player for being prepared, or punish the player for being ill prepared and taking needless risks. I'm just not sure how the Absorb Heat spells currently being described fit these criteria. You get that spell, don't run around naked, and frankly, it sounds like it could be GG.
The hostile target thing is a good idea, but followers will happily forgive you after smashing them to bits. Essential/protected targets might even forget you were attacking them once you've beat them. The idea of stretching it out so you're in combat longer I think rewards cheap behavior more than normal behavior. I think you're absolutely right in some of the limitations you've suggested, I just don't think they're strict enough yet.
For an example, in another game, you could cast drain life on enemies. It has many of the same limitations you outlined, but a player can just cast that spell on half a dozen low level enemies, run around, and get the full effect. How can we stop players from doing that to a deer herd? Shouldn't we want to? You mention mana costs... Should we allow mages who stack to 100% magic reduction to be that much better than mages who don't exploit that? The other spells, I think, can be balanced so as to maintain an even playing field. I'm not so sure combat spells, like Absorb Heat, can be.EDIT: I had a response to this that carefully outlined all of the effects of the balance options I mentioned for absorb spells, and how easily one could tweak it to completely underpower the spell in just a few points. I even covered possible basic scripting to prevent the spell's effects from affecting all companions, but still giving the 'hostile spell cast on me' marker. However, this was written previous to Chesko's post on Fitting Into Frostfall, and basically became irrelevant. I do agree with the idea that Frostfall is mostly if not entirely non-combat. I feel that Absorb spells are also non-combat spells in that they cannot kill and cannot cause actual damage, but simply spells that one would only use on targets you do not want to live anymore.
But I also strongly agree that they feel... Lacking, thematically. There's something missing from them that harkens to Frostfall's grand scheme. Drawing warmth from a fresh corpse is closer, I feel, to a fitting thematic, but also much more, well, brutal, in a sense. More gruesome. And also bodies in a frigid wasteland do not stay warm for long. Perhaps it is simply not possible to have a Destruction spell, spells designed solely for the ending of things, to benefit one's internal temperature in a fitting way... I feel the same about the Restoration spell ideas Chesko previously considered.
Again, thank you Chesko for the amazing mod, and I really hope you get some use out of all this!