What are your suggestions for the Fable 3 magic system?
In fable 1 and 2 there were drawbacks to the magic system. Fable 3 should be a mix of them. Here’s why.
•Manna replenishment was a big concern in the first one. We could do without will potions just to make it fair, and a faster base replenishment for the will bar. The charging is too long, bring back the manna bar/ magic power level ups SO WE DON’T HAVE TO SPEM SLOW TIME!.
• I liked how as you developed lightning in the first one, it could link to more enemies. Keep the targeted attack
•What happened to multi arrow? That would have put arrows on par with the guns, nuff said!
•I do like the idea of combining assassin rush with time slow time, and the same for enflame/fireball (I liked how fireball had explosive damage in the first one though) but the rest should have stayed the same as the first.
• Multi strike was great for spell warriors; it could have been the targeted version of blades by simply charging then melee attack. For area damage, double tap B (which should not impale, but act as ghost sword from the first one, since ghost sword and summon are the same thing basically)
•Berserk was great for spell warriors, especially as a villain.
•Chaos is horrible, just give us turncoat and make sure they fight FOR us.
•Physical shield was easy to spam, just do away with will potions, and this becomes a last resort for a mage.
•Heal life/ drain life should have stayed, but only one should be available depending on alignment like fable 1. We pure mages aren’t so tough you know. Targeting and area damage should be available for drain life, and a variable (either the combat multiplier or number of enemies killed in that battle) should strengthen heal life.
•Vortex was cool to watch… I would ask the Bungie community to vote on whether or not they would really like to see this one again.
•Give us three magic slots again; flipping through all those spells with just one is ridiculous.
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Tagged with: Arrow • arrows • Assassin • bar magic • combat multiplier • double tap • drain life • Enemies • fable • fireball • guns • last resort • Lightning • mage • Magic 97 • magic power • Magic System • melee attack • potions • Power Ups • replenishment • rush • slow time • spells • ups • villain • vortex • warriors
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I like a lot of your suggestions, I absolutely hate the charging required to fire off spells needed in later portions of the game. While I didn’t like the speed that Mana dropped when using higher spells in the first game, and the lack of a constant recharge system (except for the Mana Recharge Augments), that system did have spells that remained higher powered no matter on charge time (not that you could charge them anyway). I also like the fact that you could custom design the spell positions on Fable 1 and Fable TLC, I would really like that feature back in Fable 3. The variable spell heal/drain life is good idea too, gives more versatility and diversity to each side of the alignment bar. Chaos is funny for a short time, but the novelty thins quickly like you say. They could also have a modified form of multi-arrow that effects bullets so that you could target multiple enemies at the same time without the randomess of the blunderbuss. You make quite some good ideas, but we shall have to wait and see what Lionhead comes up with next.
I don’t have anything to say about the magic system.
I think that in fable 1,2 marrying and having children was useless. not point to it.
what if your children were your insurence.
if you died, and didn’t have kids( game over )
if you died and had kids than you play as your oldest brat. but would have to level up again. consequences for death are needed.
if you died like four times in the span of the game than you would have played four generations. and in that time, technology could change slightly. weapons cities change.
also if you have children you should be able to take them on beetle hunts to help them gain experience and level up. so in the event that you die and become them, they will already be upgraded alittle. also you should be able to die from old age, so that you know that you can’t play forever as same charactor. you will need a successor sometime.
and if you have divorces it cripples you alot, you would really need to have a healthy family.
I used to really like the mana in Fable 1/TLC because when you leveled certain spells up, you really felt as powerful as you were, whereas in Fable 2, you got hit a lot before you could actually strike and didnt really feel the strength that you\’d earned. Even the spells that they used the same system as (Divine Fury and Infernal Wrath) make you feel like you are doing real damage. I think if they made it so when you level up, you can do a lot of damage, fast and still kept the mana and potions out of it, or as an alternative in order to do more powerful spells. I liked the Fable 2 system, only it took much too long to do any real damage. I do think that Fable 3 will have an improved system, also you can combine 2 spells together to make an even better spell which is a feature I\’m really looking forward to using.
I\’m missing something. Are you talking about Magic the Gathering Trading card game?
i liked fable better than fable 2 because there more spells to choose from. i like how you can hire asasaians. and be able to kill alies make the game abit difficult hope fable 3 is similar to fable 1 and better ending than fable 2
personaly i like the assasins rush mixed with time stop. its not like it did some super epic damage it just basicly allowed you to quickly get out of a situation and or disengage and rengage a far range target. if theyre to far u can teleport and or slow down time then teleport to get to them with minor damage inflicted. but fable 3*spoiler* has a time slowing potion dosnt work to long but allows you to move quickly. the spells are gauntlets and are dang well combos (i suggest blade + vortex for beign surrounded and shock+icestorm for single hard targets.) but everything is still the same and good which i like