Indeed, it would've been nice with a toxity meter a la witcher or the like for regaining mana and maybe stamina. Hell, ditch mana and only use stamina!JMeganSnow said:Yeah, and it might actually have been interesting if they'd implemented mages fainting or going into shock in the game. As it was, you just had a mana bar like any other game, and it didn't matter in the least because you could drink mana potions endlessly with no repercussions.Sicram said:In the DA universe there's even a background codex where it says that "mana is the magic potential of how much a mage can draw from the fade before exhaustion", there was even writting something about that trying to cast a spell with too little "mana" would make the mage faint... or something.
Having mages collapse and die when they abuse their spells would be a lovely mechanic in a multiplayer game for the humor factor ALONE. Or if Bioware had implemented it that the whole demonic possession thing actually had some kind of mechanical effect in the game. It really felt like the mage protagonist and party mages lived in an entirely different mechanical universe from the other mages you encouter, who are constantly getting possessed by demons or summoning demons or pulling off impossible feats. I would have really enjoyed it if I overcast my mana pool (through inattention) and my mage promptly turned into a demon and annihilated everything in sight, followed shortly thereafter by a "game over" screen, particularly if nowhere in the manual does it warn you that this can happen.
You could very easily implement this sort of thing, too, by having your health bar and mana bar be the same thing. They do that a little with Blood Magic in Dragon Age, but it's poorly implemented because you can just switch back to using your mana bar. Worse, if you build your character in a specific way, you will never run out because healing yourself is low-cost, and both your health and mana regenerate. So all you do is turn on blood magic mode, cast until you're low on health, switch, heal, switch back. Jade Empire did the same silly thing where you could heal yourself by dumping your mana, and then they gave you a power that let you recharge your mana by punching things.
Although having you go on an uncontrolled rampage due to exhaustion would be a wee bit much. Having you temporarily collapse would've sufficed, or starting to eat away at HP or anything. The lore explanation was decent but you only know this if you read about it, otherwise it's like any other game.
And not only did blood magic do little difference gameplay wise, it did absolutely NOTHING lore wise. All this talk about how magic users are opressed and how dangerous blood magic is and yadda yadda and still it's ALL OVER THE PLACE! Interesting premise, nice lore but horrible execution.