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Throwing down the Tyranny of the Spellcaster.
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<blockquote data-quote="Andor" data-source="post: 5862781" data-attributes="member: 1879"><p>Frankly I'm more concerned with flavor than with balance, which I think is a pointless bugaboo of class based systems. I mean D&D, unbalanced as it is, isn't nearly as bad as some of the systems out there. Look at Rifts which has power levels ranging from the Vagabond whose most fearsome weapon is his lack of general hygine, to the Cosmo Knight, a class designed to go toe-to-prow with Star Destroyers. </p><p></p><p>*ahem* That aside, I think that restrictions which <em>enhance the flavor of the class</em> are the most desireable ones. Increase casting times for powerful spells. Include ritual components which can be anything from cash costs for incense to a need for assistants to chant in 4-part harmony. Themantic costs or penalties should exist like aging for casting Time Stop, but should screw all races equally. Demon summoning (or angels, for that matter) should be a risky buisiness that calls for some diplomacy checks and hard bargining. </p><p></p><p>Arthur wasn't jealous of Merlin, of course Merlin had to sleep off the price of his spells and it cost him months or years of being out of action. While that's great in a book, it's a little hard to manage in a party. </p><p></p><p>Wizards should be playable. They should be powerful, they should be magical. They should not, however be an 'I win' button. They should have difficulties or problems that mundanes simply never face as well as abilities. A vow never to sit facing east to pay for his command of the winds, a geas to always pause and knock three times before entering a door as a legacy of his trip to faerie to gain the power of illusion. For example in Runequest/Heroquest a Shaman, once he has awakened his fetch is <em>always</em> present in the spirit world and risks attack by hostile spirits at any time from forces his companions can't even perceive.</p></blockquote><p></p>
[QUOTE="Andor, post: 5862781, member: 1879"] Frankly I'm more concerned with flavor than with balance, which I think is a pointless bugaboo of class based systems. I mean D&D, unbalanced as it is, isn't nearly as bad as some of the systems out there. Look at Rifts which has power levels ranging from the Vagabond whose most fearsome weapon is his lack of general hygine, to the Cosmo Knight, a class designed to go toe-to-prow with Star Destroyers. *ahem* That aside, I think that restrictions which [i]enhance the flavor of the class[/i] are the most desireable ones. Increase casting times for powerful spells. Include ritual components which can be anything from cash costs for incense to a need for assistants to chant in 4-part harmony. Themantic costs or penalties should exist like aging for casting Time Stop, but should screw all races equally. Demon summoning (or angels, for that matter) should be a risky buisiness that calls for some diplomacy checks and hard bargining. Arthur wasn't jealous of Merlin, of course Merlin had to sleep off the price of his spells and it cost him months or years of being out of action. While that's great in a book, it's a little hard to manage in a party. Wizards should be playable. They should be powerful, they should be magical. They should not, however be an 'I win' button. They should have difficulties or problems that mundanes simply never face as well as abilities. A vow never to sit facing east to pay for his command of the winds, a geas to always pause and knock three times before entering a door as a legacy of his trip to faerie to gain the power of illusion. For example in Runequest/Heroquest a Shaman, once he has awakened his fetch is [i]always[/i] present in the spirit world and risks attack by hostile spirits at any time from forces his companions can't even perceive. [/QUOTE]
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Throwing down the Tyranny of the Spellcaster.
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