Joachim Schipper
2003-07-09 15:04:27 UTC
Hi all,
I'm not really sure if this is the appropriate place to ask, but since
discussion has died down a bit and since I feel I've contributed
sufficiently to be somewhat 'justified' in asking a question now, I'll go
ahead. I've got something of a design problem; namely, how powerful should
(fairly standard high fantasy) mages be in combat?
I'm using something similar to GURPS - the amount of house rules is almost
beginning to surpass the amount of book rules still in use by now - which
means the 'fighters' will be bound by realism. They can be pretty good, but
nothing like D&D lets them be - two competent fighters can defeat most
fighters alive if they are smart, and trying to defeat an army
single-handedly equals suicide. Of course, there are numerous options beside
combat which can deal with two people or even whole armies (raise an army,
kill the commander, even trigger an avalanche...), but basically the
characters are no better than very competent people in our world are.
Another point of note is that GURPS charges for *any* skill you have -
combat is a possible specialization for a character, but a 100-point fighter
is balanced against a 100-point academic, at least in theory.
Mages should be on the same scale, generally speaking. Very, very powerful
mages might be able to do stuff that 'normals' cannot accomplish in any way,
but most of the best wizards alive are the equal of engineers or professors
nowadays - quite competent, quite irreplaceable, but not really out of the
league of a 'normal'. There are a rare few who are much more powerful, but
they are *very* rare.
I'm now designing a new magic system for them, but my GM (who runs the
game...) and I (who create the rules...) disagree on the combat power of
mages.
He basically wants mages to be able to stand up to fighters and have a
decent chance in a battle even if the fighter starts out armoured and armed
at relatively close range (say about 10, 20 metres).
I argue that such a power level would make mages too powerful - after all,
equal combat power *plus* waaay more applications for their skills outside
of combat means that mages are much more powerful, overall, than fighters.
I'd say that only the very best wizards have a chance to stand up against a
fighter in melee combat, mostly by having their spells take much longer than
swinging a sword.
I've thought for a bit about making a specific battle-magic college, which
can only be used in combat or somesuch - but the fact is, even clearly
offensive spells like D&D's Fireball have very powerful peaceful
applications, and such a college doesn't fit well into my idea of how the
world should work.
So, basically, I need two pieces of advice:
1) How powerful do you think mages should be in combat? Better yet, are
there any ways to make them somwhat capable in combat and still no more
powerful, overall, than a fighter? Maybe having very powerful defensive
spells but little direct offensive spells would work?
2) Does anybody have an idea for a magic system that accomodates both
budding cantrip-wizards and world-wrecking archmages? I've experimented a
bit with a dice pool, inspired by Peter's recent post about his magic system
(it's not quite the same, Peter - I ripped out or did not understand half
the rules and added a few of my own device, but I like the idea of variable
casting time and Fast-/Slow-Cast). However, I am not sure if it accomodates
uber-powered mages well.
Basically, the magic system should scale seamlessly from 'realistic'
mages (i.e. mages that are balanced against realistic fighters) to
'cinematic' mages (i.e. mages who are very, very competent and easily
surpass any 'normal' in personal power).
As a side note, I dislike systems based on specific spells - it takes the
magic out of the magic system, we feel. We are currently using pretty much
'freeform' magic.
Eagerly awaiting your advice,
Joachim
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I'm not really sure if this is the appropriate place to ask, but since
discussion has died down a bit and since I feel I've contributed
sufficiently to be somewhat 'justified' in asking a question now, I'll go
ahead. I've got something of a design problem; namely, how powerful should
(fairly standard high fantasy) mages be in combat?
I'm using something similar to GURPS - the amount of house rules is almost
beginning to surpass the amount of book rules still in use by now - which
means the 'fighters' will be bound by realism. They can be pretty good, but
nothing like D&D lets them be - two competent fighters can defeat most
fighters alive if they are smart, and trying to defeat an army
single-handedly equals suicide. Of course, there are numerous options beside
combat which can deal with two people or even whole armies (raise an army,
kill the commander, even trigger an avalanche...), but basically the
characters are no better than very competent people in our world are.
Another point of note is that GURPS charges for *any* skill you have -
combat is a possible specialization for a character, but a 100-point fighter
is balanced against a 100-point academic, at least in theory.
Mages should be on the same scale, generally speaking. Very, very powerful
mages might be able to do stuff that 'normals' cannot accomplish in any way,
but most of the best wizards alive are the equal of engineers or professors
nowadays - quite competent, quite irreplaceable, but not really out of the
league of a 'normal'. There are a rare few who are much more powerful, but
they are *very* rare.
I'm now designing a new magic system for them, but my GM (who runs the
game...) and I (who create the rules...) disagree on the combat power of
mages.
He basically wants mages to be able to stand up to fighters and have a
decent chance in a battle even if the fighter starts out armoured and armed
at relatively close range (say about 10, 20 metres).
I argue that such a power level would make mages too powerful - after all,
equal combat power *plus* waaay more applications for their skills outside
of combat means that mages are much more powerful, overall, than fighters.
I'd say that only the very best wizards have a chance to stand up against a
fighter in melee combat, mostly by having their spells take much longer than
swinging a sword.
I've thought for a bit about making a specific battle-magic college, which
can only be used in combat or somesuch - but the fact is, even clearly
offensive spells like D&D's Fireball have very powerful peaceful
applications, and such a college doesn't fit well into my idea of how the
world should work.
So, basically, I need two pieces of advice:
1) How powerful do you think mages should be in combat? Better yet, are
there any ways to make them somwhat capable in combat and still no more
powerful, overall, than a fighter? Maybe having very powerful defensive
spells but little direct offensive spells would work?
2) Does anybody have an idea for a magic system that accomodates both
budding cantrip-wizards and world-wrecking archmages? I've experimented a
bit with a dice pool, inspired by Peter's recent post about his magic system
(it's not quite the same, Peter - I ripped out or did not understand half
the rules and added a few of my own device, but I like the idea of variable
casting time and Fast-/Slow-Cast). However, I am not sure if it accomodates
uber-powered mages well.
Basically, the magic system should scale seamlessly from 'realistic'
mages (i.e. mages that are balanced against realistic fighters) to
'cinematic' mages (i.e. mages who are very, very competent and easily
surpass any 'normal' in personal power).
As a side note, I dislike systems based on specific spells - it takes the
magic out of the magic system, we feel. We are currently using pretty much
'freeform' magic.
Eagerly awaiting your advice,
Joachim
---
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