AngryMojo
First Post
OK, it's a big gun with automatic fire. That you can unload on a target once, unless you spend an edge on extra charges, instead of learning a new power. It's still a gun.
None of which changes the fact that mages in Savage Works are just walking guns, with the least flexibility of any mages from any magic system I've read or played. The only way casting the same three generic powers game after game could be more boring to me is if I had a single gadget to use game after game.
If there's going to be a magic system in a game, I want it to be flexible, and also at least make the attempt to evoke something mystical, not just be a guy wandering around with a few random unchanging powers. Jaws of the Six Artifacts, with it's powerful, infinitely flexible, yet hazardous magic is perfectly evocative of the Sword and Sorcery hebrew; Swashbucklers of the Seven Skies has its mystical elemental magic, and of course there's Ars Magica, Mage, Amber, and even True20. Hell even 4E tries, with rituals. But Savage Worlds manages to be both inflexible and flavorless.
So, you're basically looking for the Blessed system as outlined in Deadlands, where characters have all the powers available to them at their rank?
And Deadlands Hucksters and Mad Scientists are flavorless?
Also, most of what your'e describing can easily be done using tricks. And yes, you can do tricks with magic.
I think part of the problem is you're getting caught up with a single presentation of magic that's in the core book. There are literally dozens of different ways to handle powers in SW, some very much wind up being the more flexible system you seem to be looking for. Not every setting handles magic the same way, so the SW power system was designed to be altered with ease to fit the given requirements.
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