Pixelmage wrote:Second is exponential growth of combinations, since your system needs to account for every possible rune combination in order to keep balance. More runes equals more results, even if you limit your spell-words to, say, 4 runes, that's already a very significant amount of combinations.
Pixelmage wrote:First is real-time vs. turn-based. That determines how dynamic the spell creation needs to be in order to be accessible. Magika is a good example of a similar model that works in real time. I can't think of anything good that uses something similar in turn-based systems.
Yeah, the nature of the casting system suggests that spells and combinations would have to be formulated before hand, prior to even beginning a fight, while leaving basic spells available to use any time (but potentially useless or even harmful unless combined with others) . There's a new Miencraft server doing something a bit like that, Littlewood was playing it on the livestream yesterday... don't remember what it was, but yeah, in that game you would PICK what combinations you were capable of BEFORE hand, maybe limit at a max of 3. You would also have to think about how MANY spells could be combined: technicality might limit you to, say, only having three: let's say, burst, fireball, aaand some kind of pattern spread spell to create a meteor shower after the blast.
But that sounds like it'd be the limit to me. More than three would just be complicated and messy.
That's not a bad thing though, it would mean players came up with their own combinations of moves. As I recall,
Remember Me does something similar with powers and attacks where you can mix and match your combinations to get the best possible forumla (although according to Yogscast Kim, it's perhaps not implemented as brilliantly as it could be)
Pixelmage wrote:Second is exponential growth of combinations, since your system needs to account for every possible rune combination in order to keep balance. More runes equals more results, even if you limit your spell-words to, say, 4 runes, that's already a very significant amount of combinations
Entirely possible you're overthinking it and getting bogged down in nitty gritty there, Pix. Yeah there are countless possible combinations, but there are only so many ways in which you can blow someone up.

Also, if we start looking at it from a technical standpoint... sure, that's a lot of possible combos, but with the advancement we have in videogames today, I also don't think it's entirely implausible to HAVE that many combinations and have it work. I'd say limit the max number of run combinations at three, or have just SOME of them able to be combined with more than two, depending on the element.