Sad to hear it, but its ok. Hope some day you write something else to Magi., its a great game!
Epic-Fenix
Recent community posts
Thanks for your response!
I´m ok with the Tamer! Love the idea!
About the healer... i´m still conffused...
What I have understood is: For 1 SP ALL allies (not only one) in close range double the HP DROPS they receive.
On the other hand, white magic, cost 1 SP too but only gives +2 HP to a single ally (at range close range or near).
Is that rigth?
Hello again, I'm reading the manual again and I have two new questions for you:
1) About the healer Class: What is the intention of heal +2 HP (a DROP) with 1 SP at adjacent and close range; and at the same time have an aura that doubles the effect of a Drop taked by an ally (+2 HP) for 1 SP?
The second skill have the same effect but in worst circunstances?
2) What is the tamer supposed to get in exchange for investing 10 SP from DROPS if... the necromancer for 5 SP gets a Great Skeleton with 4 HP and a large weapon?
Thank you for responding!
So, it is the last option.
In that case, don't you think it is very dependent on the size of the party? To simplify the calculates, I think I'll state that XP BONUS give to the character the double of normal experience (that's the same as saying the average party will have 3 characters).
In my group, we are little confused about this:
-The Gift "EXP BONUS"...
Give to the PC an XP bonus equal to the half of the total XP given to each player of the party (i,e, 4 XP, halved for +2 XP bonus).
or...
Give to the PC an XP bonus equeal the half of total XP given to all party players (i.e, if they are 4 players with 4 XP each, total is 16 XP, halved for +8 XP bonus).