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<blockquote data-quote="Garthanos" data-source="post: 7812482" data-attributes="member: 82504"><p>Assuming how much existed at a level of affecting large scale battles is sort of Game World dependent you could keep the game world incidence of magic much lower with the heros being the individual exceptions (for those who like somewhat more historic looking battles instead of modern one where people spread out to avoid problems of area effect attacks) and yes if you have nothing to deal with ranged enemies you might be screwed regardless of the nature of the missile fire battlefield impact of magic could be overwhelming or could be more part of the flow... with adapting to area effect attacks accomplished by tactics in play instead of changing the encounter dramatically. (smart minion class enemies spreading out in response to casters for instance )</p><p></p><p>If it literally takes a mage to counter a mage... I find that totally enforcing too much magic on the scenarios both sides of the screen.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7812482, member: 82504"] Assuming how much existed at a level of affecting large scale battles is sort of Game World dependent you could keep the game world incidence of magic much lower with the heros being the individual exceptions (for those who like somewhat more historic looking battles instead of modern one where people spread out to avoid problems of area effect attacks) and yes if you have nothing to deal with ranged enemies you might be screwed regardless of the nature of the missile fire battlefield impact of magic could be overwhelming or could be more part of the flow... with adapting to area effect attacks accomplished by tactics in play instead of changing the encounter dramatically. (smart minion class enemies spreading out in response to casters for instance ) If it literally takes a mage to counter a mage... I find that totally enforcing too much magic on the scenarios both sides of the screen. [/QUOTE]
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