i3ullseye
Apr 14th, '03, 08:06 AM
Ok, I haven;t really seen this discussed anywhere, but I thought some of the ways I have balanced mages in my games in the past may be helpful to others out there.
See, the problem with mages is they buiy a lot fo magic inherent to themselves... meaning, they pay the HPs for them. The fighter or rogue of the group just buys stats and skills, and can run to the local shop to pick up a sword. Maybe the local alchemist for some Greek Fire or a potion of Invisibility.
The end result is you have a fighter type based on the core amount of points in your game (we will assume 150 from ehre on out), and THEN he gets all his nifty weapons on top of that. The Mage is mostly self contained. So where the mage may indeed do some things no one else can, he has less active points available to him overall.
So a 150 pt fighter with a abttle ate (45a/15r) and a dagger 24a/9r) is actually at 174 real... and potentially 219 active... points!
And the mage is at 150.
So how can we rectify this? I for one LOVE the idea of item/equipment pools. If you set a pool limit in your game of 50 for example, then no character can have more than 50 real points of equipment. Some people set an active point limit, but this gets a bit rough on the bookwork. And it also gets restrictive when magic items come into play. So being strict with this is not the way to go. Also, you can't put a mages spells on the equipment pool completely, because then he has inherent abilities in this pool that no one else does.
So first off, the characters need never know how many pool points they have. This coudl be an estimate you run in your head. They get over... and items suitable for them may stop appearning. Maybe you force their hand to trade items out. It is not easy, but you SHOULD think in terms of equipment pool overall when you look at each character balance wise. Even a 200 pt character will seem useless next to a 100 pt character with 200+ points in gear.
Which brings us back to the mages......
Now I really favor spell colleges, but I normally like putting them all into a multipower. The mage is indeed pating for them this way, but if they find a spell, this allows them to use 1 pt for 10 in an ultra slot. This is simply the most efficient use of points available. So the thing to do is factor ACTIVE point totals on the characters and gaugge from there.
We need nto worry about the ultras not being used at the same time. This is a non-issue. The warrior can also not swing 2 axes, a sword and 5 daggers at once either. But when XP time rolls around, always give your mage a few points less and let him know it is intended for character growth. Then during the course of play, when he finds that dusty old tome and sees an invisibility spell, he can instantly scribe that spell and pay those 3 points for 30 active.
Another approach to this is the power amplifier. If things do start to get a bit out of sync, maybe the mage finds an artifact that ADDS to his multipower reserve while worn. It coudl also have inherent abilities that draw from this pool now. In this way the mage can actually have an 'equipment pool' item that helps him be betetr at his inherent magic.
it can be tricky, but if you keep real and active point costs of items on par wbetween characters, and then make the effort to allow your mages the same actiove point totals, your game will be more balanced and your players will probably have more fun.
See, the problem with mages is they buiy a lot fo magic inherent to themselves... meaning, they pay the HPs for them. The fighter or rogue of the group just buys stats and skills, and can run to the local shop to pick up a sword. Maybe the local alchemist for some Greek Fire or a potion of Invisibility.
The end result is you have a fighter type based on the core amount of points in your game (we will assume 150 from ehre on out), and THEN he gets all his nifty weapons on top of that. The Mage is mostly self contained. So where the mage may indeed do some things no one else can, he has less active points available to him overall.
So a 150 pt fighter with a abttle ate (45a/15r) and a dagger 24a/9r) is actually at 174 real... and potentially 219 active... points!
And the mage is at 150.
So how can we rectify this? I for one LOVE the idea of item/equipment pools. If you set a pool limit in your game of 50 for example, then no character can have more than 50 real points of equipment. Some people set an active point limit, but this gets a bit rough on the bookwork. And it also gets restrictive when magic items come into play. So being strict with this is not the way to go. Also, you can't put a mages spells on the equipment pool completely, because then he has inherent abilities in this pool that no one else does.
So first off, the characters need never know how many pool points they have. This coudl be an estimate you run in your head. They get over... and items suitable for them may stop appearning. Maybe you force their hand to trade items out. It is not easy, but you SHOULD think in terms of equipment pool overall when you look at each character balance wise. Even a 200 pt character will seem useless next to a 100 pt character with 200+ points in gear.
Which brings us back to the mages......
Now I really favor spell colleges, but I normally like putting them all into a multipower. The mage is indeed pating for them this way, but if they find a spell, this allows them to use 1 pt for 10 in an ultra slot. This is simply the most efficient use of points available. So the thing to do is factor ACTIVE point totals on the characters and gaugge from there.
We need nto worry about the ultras not being used at the same time. This is a non-issue. The warrior can also not swing 2 axes, a sword and 5 daggers at once either. But when XP time rolls around, always give your mage a few points less and let him know it is intended for character growth. Then during the course of play, when he finds that dusty old tome and sees an invisibility spell, he can instantly scribe that spell and pay those 3 points for 30 active.
Another approach to this is the power amplifier. If things do start to get a bit out of sync, maybe the mage finds an artifact that ADDS to his multipower reserve while worn. It coudl also have inherent abilities that draw from this pool now. In this way the mage can actually have an 'equipment pool' item that helps him be betetr at his inherent magic.
it can be tricky, but if you keep real and active point costs of items on par wbetween characters, and then make the effort to allow your mages the same actiove point totals, your game will be more balanced and your players will probably have more fun.