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What if the martial/caster divide were optional?
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<blockquote data-quote="Bluenose" data-source="post: 9175740" data-attributes="member: 49017"><p>This sounds a bit like Runequest, There's not really a distinction between martial and caster because everyone can (and probably will) get both magic and mundane skills. Anyone can learn a spell such as Bladesharp which gives +5% to weapon skill and +1 damage per point (though Bladesharp 4 is the top level and very expensive). I can have 90% skill with a weapon and you can have 70% skill with the weapon and 70% skill in casting Bladesharp, and one of those is easier to reach than the other. It's very possible to get more powerful magic than that but it requires that you become dedicated to one particular path to that sort of magic and will but you off from many others. Priests of the Sun God Yelm have magic related to fire and light, not magic to control water or create darkness; wizards/sorcerors may have a grimoure related to ship-magic, it won't help them improve the strength of their armour; practitioners of a Praxian spirit tradition aren't going to have much knowledge or relationship with spirits in Balazar.</p><p></p><p>Some characters will certainly be more inclined to use magic than rely on mundane skills, but even the most dedicated caster is also capable of fighting with a weapon and any character is going to have at least a small amount of magic. Balance depends on a lot of different things and a game which allowed you to have 90% with sword-swinging or 90% at casting any spell from the D&D wizard list would absolutely not be balanced or fair to the "martial" character unless the ability to use all those spells was severely restricted through very low pools of "magic points" restricting the amount you could cast.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 9175740, member: 49017"] This sounds a bit like Runequest, There's not really a distinction between martial and caster because everyone can (and probably will) get both magic and mundane skills. Anyone can learn a spell such as Bladesharp which gives +5% to weapon skill and +1 damage per point (though Bladesharp 4 is the top level and very expensive). I can have 90% skill with a weapon and you can have 70% skill with the weapon and 70% skill in casting Bladesharp, and one of those is easier to reach than the other. It's very possible to get more powerful magic than that but it requires that you become dedicated to one particular path to that sort of magic and will but you off from many others. Priests of the Sun God Yelm have magic related to fire and light, not magic to control water or create darkness; wizards/sorcerors may have a grimoure related to ship-magic, it won't help them improve the strength of their armour; practitioners of a Praxian spirit tradition aren't going to have much knowledge or relationship with spirits in Balazar. Some characters will certainly be more inclined to use magic than rely on mundane skills, but even the most dedicated caster is also capable of fighting with a weapon and any character is going to have at least a small amount of magic. Balance depends on a lot of different things and a game which allowed you to have 90% with sword-swinging or 90% at casting any spell from the D&D wizard list would absolutely not be balanced or fair to the "martial" character unless the ability to use all those spells was severely restricted through very low pools of "magic points" restricting the amount you could cast. [/QUOTE]
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What if the martial/caster divide were optional?
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