15 Fan Demands For The Fable Reboot

11. No More Will Potions

Fable 4 world
Lionhead

One of the reasons we lost so many interesting spells after the first game was the move from a more traditional MP (Will in Fable's vernacular) based system to a new system where spells were charged and released either as aimed or area effect versions.

The developers behind the new magic system didn't like the idea that these wizards of incredible power were so reliant on quaffing Will potions to keep that power up. The term "wizardly viagra" was hilariously thrown around. While this system was widely maligned when it was first revealed, this was more to do with the loss of most of the signature Fable Will abilities than it was the system itself.

The idea behind this system is not only sound, but something that RPGs have been missing for a long time. While Fable II didn't quite manage to perfect it, there are only some minor tweaks needed to make this work well in the new game, both for dealing damage and the more interesting abilities from the last entry. Cooldowns and minimum charging times would make spellcasting a more tactical affair without having to stop the action and down a bottle of blue liquid.

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