I agree with your points, but under these conditions a sorceror type is still workable - I limited magic in exactly this way in my game: ALL magic use costs END - even if it's only "END to start" and all END consumed in csting is Long Term End - which means it takes hours to recover from the "aching, empty weariness caused by sorcery." You get maybe 3 or 4 good shots in combat - if you really have to. It's mostly a waste of time though, entangling (for example) an alleyway full of foes might be worth it.Originally Posted by bblackmoor
And yes, that was entirely intentional. Like the author of VA i *did*not*want* sorcerors to be useful in combat. At all. I'm actually alittle less harsh than he was, but the basic point is the same.
But if you take mages out of combat, they can still be effective. Here's an example from my own game - a mage using a large area effect Mindcontrol - only a few dice - to incite a mob to attack the local temple. By itself, the mind control would not have been enough, nor lasted long enough. For a few phases as the climax of a stirring speach inciting people to arms however, it's quite a different question.
And when the party stormed in among the mob, the mage made himself useful by sorcerously detecting the location of their target - not continuously, but on and off - and hiding the party (briefly) from parties of guards. When it came to the fight, he stood back and watched. That's what sorcerors do.
Likewise, persuading all the guards in the castle to surrender is not likely - but persuading one that he heard something suspicious outside and should open the sally port to have a look is eminently do-able.
Cheers, Mark



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