Kae'Yoss
First Post
ruleslawyer said:Simple reason: Because why else have magic instead of just limiting characters to swinging swords and using skills?
Because I want to blow up enemies with fireballs instead of sticking bits of metal into them or sneaking past them.
IMHO, there is no point to having a distinct set of mechanics (in this case, magic) unless it is *different* from other game mechanics.
It already is, isn't it. We have spell slots, we can achieve magical effects like enslaving another's mind or frying whole groups of people at once, and so on.
Those are differences that make sense. Not just differences for differences' sake. Plus, it makes sense that fighting can be dangerous to you, too. If you don't believe me, pick up nunchucks, or a scythe, or something like that and play around with them a bit. Or bolas. Or try some somersaults if you think tumble shouldn't have any chance to mess things up.
I fully understand that it's easy enough to balance spellcasting with melee combat or skill uses simply by making its mechanics identical, but then why bother having magic at all?
Who says we should make them identical? I just say that concepts that apply to all of them shouldn't be exclusive for one type of mechanic.
So, one way to make magic different from other mechanics if you don't want to differentiate it using the current route (big booms limited times per day) is to give it a unique feel of unpredictability and danger (big booms with potentially hazardous consequences).
So if the guy who wants to be a spell slinger doesn't like unpredictable stuff, that's too bad for him?
No. Dangerous effects with risks involved might be fun for some people, but others don't like it. And the choice of character concept should not be influenced by things like this.
So make risky manoeuvres an optional rule. And do it for everyone so once again, the guy who actually likes it doesn't have to play a wimpy magic-hurler if he wants to play a manly barbarian. That's as bad as forcing the guy who wants to play a smart spellcaster to play a brainless stickswinger to avoid risky business.
This has the side advantage of feeding potential game flavor (making magic creepy and dangerous to be around)
It's actually a disadvantage if you don't want your magic to be creepy and dangerous. Bad flavour can be worse than no flavour, because with no flavour, you can add your own, but it gets harder if you first have to get rid of bad flavour.
and of allowing designers to give mages decent combat abilities/survivability without worrying that it'll unbalance them, since they may *need* a reliable attack/defense mechanic to fall back on.
Another thing I don't like about it: I don't want to have burly battle mages. At least not all the time. Sometimes, I want to play that weakling who couldn't survive without his magic.