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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="Elf Witch" data-source="post: 5484652" data-attributes="member: 9037"><p>I like this idea it is very similar to Shadowrun's rules for mages where they have to resist drain to keep using magic.</p><p></p><p>But this has to be balanced some how with giving the wizard something else to do in combat. In Shadowrun my mage is also very good with handguns so if I get to the point that casting more spells is going to knock me out or the minuses make it impossible to really do any kind of damage I pull out my handgun and start shooting.</p><p></p><p>My mage shoots as well as most streetsams do with a handgun. The balance here is that with a streetsam's wired reflexes they are going to get to go more in a combat round than I am. </p><p></p><p>I can see nerfing higher level spells making them harder to cast. But you also have to be careful that you don't put the player who is playing a wizard in the position to not be able to do anything in combat for round after round.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5484652, member: 9037"] I like this idea it is very similar to Shadowrun's rules for mages where they have to resist drain to keep using magic. But this has to be balanced some how with giving the wizard something else to do in combat. In Shadowrun my mage is also very good with handguns so if I get to the point that casting more spells is going to knock me out or the minuses make it impossible to really do any kind of damage I pull out my handgun and start shooting. My mage shoots as well as most streetsams do with a handgun. The balance here is that with a streetsam's wired reflexes they are going to get to go more in a combat round than I am. I can see nerfing higher level spells making them harder to cast. But you also have to be careful that you don't put the player who is playing a wizard in the position to not be able to do anything in combat for round after round. [/QUOTE]
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How would you houserule (nerf) magic at high levels.
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