How about this system, which makes some more sense to me, since it does not suddenly change your body chemistry whenever you enter new terrain-
Forests | fire damage x2 water damage x.5
So, thus, in a forest fire spells would deal double damage owing to all the nearby wood, but water spells would deal half damage owing to the fact that all the plants nearby would absorb some of the water.
Beach | water costs x.5
So, thus, in a beach, water spells would cost less mana owing to the availability of water.
Nuclear wasteland | all organic, non NBC protected creatures take 10 d per turn
So, thus, in a nuclear wasteland, people would be hurt by the radioactive fallout.
But, you get the point. These are just examples, which should be changed for more complexity and stuff. But it makes more sense to me than you bringing a robot onto a planet and having it suddenly get an armor upgrade out of thin air.
And another thing. While I am not finished with the rules yet, I am going to say you have to have skill charts for everyone (and, while I would prefer you to have some skills you have yet to learn, I am not forcing you to), and on said skill charts all spells must have clearly marked damages, elements, and mana costs. This is for the sake of having more organized battles, where you can actually run out of mana and such.
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<img src="http://i25.photobucket.com/albums/c100/Ashton_JX/the_web/stupid_prize.gif" border="0" alt="The rodent thingy wasn't worthy.">
I would not want anyone having sex with my cocktail. ~ Radium
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