March 09, 2005

Balancing Magic

This is kind of an important design decision. Basically, how do you keep mages equivalent to other PC types?

  • The Howitzer Method: magic is really powerful, but exhausting. The mage can toast most foes or bypass most challenges, but only a few times. He'll depend on other PCs to fill in the rest of the time.
  • The Prep Method: the major downside to magic is having to prepare all spells in advance. You'll depend on other PCs to support you during unexpected stuff.
  • The Reload Time Method: potent magic is really slow. You might be able to defeat a group of foes, but only if protected for several rounds while you get your spell off. This requires careful balancing to keep mages from abusing buffs, summons and other effects that can be thrown out of combat.
  • The 90lb Weakling Method: magic is flexible because it lets you do all sort of marvelous things that ordinary people can't... but it isn't terribly powerful and can't produce really impressive effects... a good sword blow would be more effective than a magical blast.
  • The Expense Method: magic just costs a lot of points, so powerful mages won't be good at anything else. Of course, if they use their spells carefully, they may not need to be good at anything else.
  • The Russian Roulette Method: magic is dangerous. Mages often die when they screw up spells. Mages then make lousy, short-lived adventurers, but it might be good for a more diplomacy-oriented game.
  • The Esoteria Method: magic spells are so specific that you're really effective but only in a very narrow range. It's easy to find yourself in a situation where every spell is useless.
  • The Universal Method: practically everyone uses magic for something, so the only difference between a fighter and a mage is that the mage specializes in magic. We don't have to worry about magic-users overshadowing non-magic-users, because there aren't any to overshadow.
So, what method fits the setting best? Hm...

Well, you gather and channel mana from your environment. I could see making it slow. Some sort of MP system is probably necessary, too. Spells start at a cost of zero, but zero-cost spells are pretty wussy and restricted. Applying a Secret pumps up the energy cost accordingly. Subtract the mana level from the cost... if the mana level is negative, all spells cost more (and there's no such thing as a zero-cost spell anymore). If it's higher, you can apply some secrets and not spend MP.

MP is your INTU + Mana Gathering rating. Most spells roll KNO + Spell Skill. Spell effects generally add DRV to the final result (e.g., damage done, points transfered, etc.). Ongoing spells "tie up" some of your personal mana. Gods can maintain additional ongoing spells with their innate mana... equal to their (INTU + Mana Gathering) x Mana Rating.

Posted by Kiz at March 9, 2005 01:28 PM
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