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*Pathfinder & Starfinder
Bring Back Verisimilitude, add in More Excitement!
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5778102" data-attributes="member: 5143"><p>The thing is, you can't have this be balanced. It makes a horrible game.</p><p></p><p>Most literature has magic that changes from extremely weak to extremely strong at the drop of a hat. A wizard in a book or movie might spend the entire story following behind the party doing almost nothing because "Magic takes a lot out of you and should be used sparingly" only to cast a spell that defeats the dragon at the end(after the hero fights it for 10 minutes in a pitched battle, of course).</p><p></p><p>When in a game, people are going to be staring at the wizard saying "If you can cast a spell powerful enough to kill this dragon...why are you waiting until I fight it for 10 minutes first?" It also runs into the problem of how fun it is to play a wizard who has to sit there and not cast spells for 10 minutes(which might be an hour or 2 in real life) during a battle.</p><p></p><p>The same thing applies to non-combat magic. Within the same story, you'll find that one minute the wizard is claiming that he'll need rare herbs from a cave filled with evil creatures that takes a month to get to in order to create a potion to disguise someone...and the next they are casting a spell which causes them and 5 of their friends to fly up a mountain on a moments notice after they fall.</p><p></p><p>These things make great plot devices but not balanced or fun games. Inevitably, we need meta-game based restrictions on things to make things more fun. Otherwise we end up with one ability that is the "best" one that a character will use over and over again.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5778102, member: 5143"] The thing is, you can't have this be balanced. It makes a horrible game. Most literature has magic that changes from extremely weak to extremely strong at the drop of a hat. A wizard in a book or movie might spend the entire story following behind the party doing almost nothing because "Magic takes a lot out of you and should be used sparingly" only to cast a spell that defeats the dragon at the end(after the hero fights it for 10 minutes in a pitched battle, of course). When in a game, people are going to be staring at the wizard saying "If you can cast a spell powerful enough to kill this dragon...why are you waiting until I fight it for 10 minutes first?" It also runs into the problem of how fun it is to play a wizard who has to sit there and not cast spells for 10 minutes(which might be an hour or 2 in real life) during a battle. The same thing applies to non-combat magic. Within the same story, you'll find that one minute the wizard is claiming that he'll need rare herbs from a cave filled with evil creatures that takes a month to get to in order to create a potion to disguise someone...and the next they are casting a spell which causes them and 5 of their friends to fly up a mountain on a moments notice after they fall. These things make great plot devices but not balanced or fun games. Inevitably, we need meta-game based restrictions on things to make things more fun. Otherwise we end up with one ability that is the "best" one that a character will use over and over again. [/QUOTE]
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Bring Back Verisimilitude, add in More Excitement!
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