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How is the Wizard vs Warrior Balance Problem Handled in Fantasy Literature?
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<blockquote data-quote="Argyle King" data-source="post: 5513597" data-attributes="member: 58416"><p>I like the way GURPS handles it. Casting magic is physically tiring, so it requires you to use FP (fatigue points.) Tougher spells are more physically draining. Losing too much FP might mean you pass out. I think that's a good way to imitate what I see in movies and read in books with the wizard giving one last ditch effort to save the day; putting his own body at risk to weave powerful arcane energies.</p><p></p><p>Also, if the caster wishes to do so, he may choose to use HP instead of FP if his FP is too low. It's a gamble, but sometimes you need to get a spell off. </p><p></p><p>IMO, this creates a system in which the mage may indeed have awesome power, but it doesn't come without drawback. More importantly, the drawback isn't so crippling so as to make casting useless. It's done in such a way that it becomes a tactical choice - much like using different melee weapons or ranged weapons might be a tactical choice. </p><p></p><p>Though, to be fair, it's also worth mentioning that mages in that system aren't forced to be physically frail and/or use crap weapons. It's perfectly viable (supported) to play a physically robust wizard or a sorcerer who is equally skilled in swordplay.</p><p></p><p>None of this is to suggest the system is perfect. It too occasionally has its oddities. However, overall, I think it does a fairly good job of presenting a plethora of options -magic among them- in way in which they each have their strengths and weaknesses.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5513597, member: 58416"] I like the way GURPS handles it. Casting magic is physically tiring, so it requires you to use FP (fatigue points.) Tougher spells are more physically draining. Losing too much FP might mean you pass out. I think that's a good way to imitate what I see in movies and read in books with the wizard giving one last ditch effort to save the day; putting his own body at risk to weave powerful arcane energies. Also, if the caster wishes to do so, he may choose to use HP instead of FP if his FP is too low. It's a gamble, but sometimes you need to get a spell off. IMO, this creates a system in which the mage may indeed have awesome power, but it doesn't come without drawback. More importantly, the drawback isn't so crippling so as to make casting useless. It's done in such a way that it becomes a tactical choice - much like using different melee weapons or ranged weapons might be a tactical choice. Though, to be fair, it's also worth mentioning that mages in that system aren't forced to be physically frail and/or use crap weapons. It's perfectly viable (supported) to play a physically robust wizard or a sorcerer who is equally skilled in swordplay. None of this is to suggest the system is perfect. It too occasionally has its oddities. However, overall, I think it does a fairly good job of presenting a plethora of options -magic among them- in way in which they each have their strengths and weaknesses. [/QUOTE]
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