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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="Neonchameleon" data-source="post: 5513031" data-attributes="member: 87792"><p>Two systems I've seen used do this - the second works really well even if you give wizards plotbusting magic.</p><p> </p><p>1: Gurps Unlimited Mana. You get a pool of X mana recovering at a rate of Y and if you go above that value you start taking backlash based on your total amount over (so after that big spell, <em>everything</em> gets risky). Blow waaay through it and yu could die or worse. This is designed to <em>allow</em> big spells. If the wizards want to risk it...</p><p> </p><p>2: Warhammer Fantasy Roleplay 2e. You get a number of magic dice equal to your magic stat (1-4) and can roll any or all of them when trying to cast, aiming the total at a static target number. If all the dice roll 1 you burn out for a while. On a double you take a minor but obnoxious backlash irrespective of whether the casting succeeded. A triple is a major backlash. And a quadruple does things like accidently summoning a greater demon. (The exact effect is based on the number you rolled with all 1s not being as bad as all 10s). Being a WHFRP wizard may be powerful, but it's also <em>scary</em>.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5513031, member: 87792"] Two systems I've seen used do this - the second works really well even if you give wizards plotbusting magic. 1: Gurps Unlimited Mana. You get a pool of X mana recovering at a rate of Y and if you go above that value you start taking backlash based on your total amount over (so after that big spell, [I]everything[/I] gets risky). Blow waaay through it and yu could die or worse. This is designed to [I]allow[/I] big spells. If the wizards want to risk it... 2: Warhammer Fantasy Roleplay 2e. You get a number of magic dice equal to your magic stat (1-4) and can roll any or all of them when trying to cast, aiming the total at a static target number. If all the dice roll 1 you burn out for a while. On a double you take a minor but obnoxious backlash irrespective of whether the casting succeeded. A triple is a major backlash. And a quadruple does things like accidently summoning a greater demon. (The exact effect is based on the number you rolled with all 1s not being as bad as all 10s). Being a WHFRP wizard may be powerful, but it's also [I]scary[/I]. [/QUOTE]
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