Re: Balancing Magic Use
Possible things to limit magic overpowering the game:
Make sure to have interesting non-magical abilities for the other guys to play with. Thief-y types need cool dodges and skulking tricks, maybe some nifty knife moves. Fighters need spiffy combat tricks. Everyone can use cool side bits, like animal followers, or lotsa contacts. Remember too, it's not all fighting; depending on the setting, you can give the "other guys" perks (not necessarily "Perks") that will shine just as brightly as any spell.
Don't let the mages have spells willy-nilly, and definitely don't let them "have" anything more powerful than anyone else; that sort of thing is always carefully given at your discretion. I could be wrong, but I'd say the best bet is to make sure that, in every direct one-to-one comparison of mage-to-"other guys", the mage comes up just a little bit short. It doesn't have to be in total power, but the mage shouldn't do as much damage as the fighter unless it costs him somewhere else (time, END, Skill Roll, material components, whatever), nor should he be able to skulk as well as the thief, etc etc etc. Remember, the mage is (usually) the toolbox guy, the generalist; fighters whale on the baddies, thieves backstab and pick locks, and clerics heal. Mages do what they can't do, or help them do their jobs a little easier.
Wilde: Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation.
RAH: Stupidity cannot be cured with money, or through education, or by legislation. Stupidity is not a sin, the victim can't help being stupid. But stupidity is the only universal capital crime; the sentence is death, there is no appeal, and execution is carried out automatically and without pity.
Bookmarks