Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Games where being a mage is harder

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,204
Location
Frostfell
In most fantasy RPGs, mages are too powerful and relative easy to play. This thread is about games where magic is harder to play than martial classes. Some examples :

  • GOTHIC 1/2 NoTR
In Gothic 1/2, you start the game equivalent to a lv 0 commoner in D&D and getting access to magic requires a relative long questline, while doing this questline, is necessary to save LP to invest into mana and magical circles/new spells. Sadly G2 only allows fire mages and in order to become one, you need 1k gold(hard to get in early game) and a sheep to enter the monastery of Innos, do the chores to get access to the library, demand a trial of fire, do the 3 tasks and after it, learn the first circle and the firebolt rune. After a couple of hours, you will only be able to cast firebolt like 2 times till you ran out of mana.

Being a mage/warrior using ice prison + summons is easy. But being a pure mage in G2 is quite hard till the end game, where you have money to buy endless supply of mana potions.

  • GOTHIC 2 - RETURNING
Returning makes everything much harder than base Gothic 2. And mage is not different. The major changes to the casting system are :
  • The quest to become a fire mage is a bit harder
  • Necromancers under Xardas apprenticeship and water mages are now joinable
  • Each mage guild has its own spell line, you no longer can learn army of darkness in Innos monastery. It reduces exponentially the versatility of a mage.
  • Becoming a mage requires grinding INT which is raised by doing intellectual stuff like learning new languages, making runes, alchemy, reading books and so on.
  • Summons have a mana upkeep per second
  • Bosses can banish all low and mid tier summons
In returning, my first run was as an necromancer and took about 14 hours for me to become a mere circle 1 necromancer. Now I prefer water mages guild and think that my past worship of Beliar was wrong and realized the all might Adanos which own the endless war between Innos X Beliar without even fighting. My end game water mage :

37yAP7p.jpg

  • HELLPOINT

A Souls like game where the PC starts as a deprived and even getting even the most basic catalyst is hard, White Prophet Hand can only be obtained during the "black hole hour" and require a lot of parking. Also is melee only for a long time. The energy is too low even spending a lot of points on in and you will have to go on melee many times in the game, TBH rifles are much better than occult insturments/catalyst in this game.

I'm a diehard magefag and ended respecting in hellpoint meleeing some of the harder bosses. Other huge problem of the game is that takes a very long time to get a weapon which scales with foresight.
FX6tx0w.png


  • MORROWIND
Is the same case of Gothic 1/2. Being a hybrid caster is easy. Being a pure caster is hard. Mainly when you are dealing with enemies that can reflect spells in the expansion areas. I tried to play Morrowind as a pure mage many times and always ended being a hybrid caster using my enchanted axe more than my spells. My char bellow

286tnaK.png


  • TITAN QUEST
Casters aren't weak in TQ, the problem is just that they are too squishy, in normal, they are very powerful but in the hardest difficulties, they will die a lot without time to react. Except druids. Druids can have decent resistances + a powerful nymph casting defensive spells and almost 2x the hp of a normal caster. I played TQ as a Thunderer(Storm/Rune) and as a Druid(Storm/Nature) and had a really hard time in higher difficulties as a Thunderer but din't had the same problems as a Druid.
 

S.torch

Liturgist
Joined
Jan 4, 2019
Messages
1,141
Mages are harder or nerfed in most games already. Since dumb people don't appreciate the class or don't know how to play it they strip it of everything cool.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
In Grimoire, mages are powerful but less self-sufficient and less adept at killing things than melee classes. Mages usually go last, and by the time the mage is ready to cast spells, most of the enemies are dead if you level and multiclass melee-oriented characters properly.
 
Joined
Sep 1, 2020
Messages
1,492
Dark Sun: Shattered Lands -- magic/psi is very important, but hybrid builds work just as well without being as squishy.
Ultima 7 -- fastidiously collect reagents or simply whack your enemies with early accessible magical weapons? The choices... Some utility spells are very useful, though.
Elex -- was it that bad or was it just really boring? can't remember.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Lionfart: You will literally run out of mana and be sitting there AFK for real-life hours waiting for it to recharge.
 

Blutwurstritter

Scholar
Joined
Sep 18, 2021
Messages
1,087
Location
Germany
Drakensang or more generally the Dark Eye games. Mages serve mostly as support and can't do that much on their own. They are useful but never turn into god-like killing machines like high level d&d mages.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,204
Location
Frostfell
Who are you and what have you done with Cryomancer?

LOL. I always said that magic should fit the setting. In D&D, playing as a mage in Netherese must be easy than playing as one in Dark Sun, as magic is ridiculous abundant and strong in one and hated, dependent upon external forces, rare and feared in other.

Dark Sun: Shattered Lands -- magic/psi is very important, but hybrid builds work just as well without being as squishy.

In Wake of the Ravager, magic becomes much more powerful as they can cast 7th tier spells.

But if both Dark Sun games where more consistent with Dark Sun lore :
  • Preparing spells would be harder, as you need to gather energy
  • You would't be able to cast flashy spells like fireball as most people hate magic and magic must be disguised otherwise, you will end up ostracized, hunted down and so on
  • No gaining spells on leveling up. You must find scrolls and scrolls in Athas are incredible rare, expensive and hard to obtain
  • Certain "kits" in 2E which uses outsider forces like "the Grey" and "the Black" rolls randomly for energy checks, like in Defilers & Preservers: The Wizards of Athas sourcebook - page 61. I will not detail everything, but he has good chances of not preparing spells and also has to do a CON check when accessing "the black".
qLlVffc.png


There are also food/water/fatigue/heat problems which affect casting and both Dark Sun games ignore. Both games would be far more harder for casters if they implemented this rules.
 

wishbonetail

Learned
Joined
Oct 18, 2021
Messages
671
  • TITAN QUEST
Casters aren't weak in TQ, the problem is just that they are too squishy, in normal, they are very powerful but in the hardest difficulties, they will die a lot without time to react. Except druids. Druids can have decent resistances + a powerful nymph casting defensive spells and almost 2x the hp of a normal caster. I played TQ as a Thunderer(Storm/Rune) and as a Druid(Storm/Nature) and had a really hard time in higher difficulties as a Thunderer but din't had the same problems as a Druid.
Casters being squishy is not the only problem. Tha main downside of magic is that it cannot inflict status effects from weapons, which means no lifesteal, mana leech or reducing resistances. Also retarded anniversary edition introduced further retarded nerfing of casters by caping cooldowns to 90%, so you cannot spam lightning or fireballs anymore. Not that magic was incredibly powerful before. Not to mention that without any means of life or mana leech mages need thousands of potion bottles, which turns everything into a slog and busywork.
If you compare that to Archer or Staves or dual melee builds which do not requre mana, have tons of resistances, can lifesteal and can mow down hordes of enemies, it is not even funny.
 

wishbonetail

Learned
Joined
Oct 18, 2021
Messages
671
  • MORROWIND
Is the same case of Gothic 1/2. Being a hybrid caster is easy. Being a pure caster is hard. Mainly when you are dealing with enemies that can reflect spells in the expansion areas. I tried to play Morrowind as a pure mage many times and always ended being a hybrid caster using my enchanted axe more than my spells.
I always run around with a collection of enchanted cephalopod helms and pretend that i am a pure caster. Helms have capacity of 100, easy to acquire and regenerate charges insanely fast so you can cook up pretty much any spell imaginable without being proficient in respective spheres of magic.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,920
Insert Title Here Pathfinder: Wrath
Who are you and what have you done with Cryomancer?

LOL. I always said that magic should fit the setting. In D&D, playing as a mage in Netherese must be easy than playing as one in Dark Sun, as magic is ridiculous abundant and strong in one and hated, dependent upon external forces, rare and feared in other.

Dark Sun: Shattered Lands -- magic/psi is very important, but hybrid builds work just as well without being as squishy.

In Wake of the Ravager, magic becomes much more powerful as they can cast 7th tier spells.

But if both Dark Sun games where more consistent with Dark Sun lore :
  • Preparing spells would be harder, as you need to gather energy
  • You would't be able to cast flashy spells like fireball as most people hate magic and magic must be disguised otherwise, you will end up ostracized, hunted down and so on
  • No gaining spells on leveling up. You must find scrolls and scrolls in Athas are incredible rare, expensive and hard to obtain
  • Certain "kits" in 2E which uses outsider forces like "the Grey" and "the Black" rolls randomly for energy checks, like in Defilers & Preservers: The Wizards of Athas sourcebook - page 61. I will not detail everything, but he has good chances of not preparing spells and also has to do a CON check when accessing "the black".
qLlVffc.png


There are also food/water/fatigue/heat problems which affect casting and both Dark Sun games ignore. Both games would be far more harder for casters if they implemented this rules.
That font! The spacing! So many good memories.
 

somerandomdude

Learned
Joined
May 26, 2022
Messages
740
In most fantasy RPGs, mages are too powerful and relative easy to play. This thread is about games where magic is harder to play than martial classes. Some examples :

  • TITAN QUEST
Casters aren't weak in TQ, the problem is just that they are too squishy, in normal, they are very powerful but in the hardest difficulties, they will die a lot without time to react. Except druids. Druids can have decent resistances + a powerful nymph casting defensive spells and almost 2x the hp of a normal caster. I played TQ as a Thunderer(Storm/Rune) and as a Druid(Storm/Nature) and had a really hard time in higher difficulties as a Thunderer but din't had the same problems as a Druid.

Soothsayer is really good (Spirit + Nature). You got wolves + lich, and ternion attack with a staff, and pretty good debuffing moves. Soothsayer can also tank up a bit and go sword & board if they want, and it works well because you got debuffs like deathchill aura. There's a few weapons that work really well for that type of play like https://tq-db.net/en/equipment/sapros-the-corrupter.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,969
Two Worlds 1 and 2

Not only melee is more powerfull but magic system in those games is just horrible ( improving magic requires extreme vendor grinding )
Stop pretending to be Exci, you are horribly retarded and always wrong.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,126
I've always found mages to be harder to play in most RPGs, especially at lower levels. So the notion that it is easier doesn't really make sense to me.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
How was being a full Mage in Morrowind hard? High Elf with the Apprentice sign is a breeze. Yes, technically it is true that this combo means you die if someone so much as throws a lit match at you, but there are many ways to avoid getting hit by spells altogether. Hiding behind your Conjuration summons, for starters. That also happens to be the solution for enemies that reflect magic.

And that's even without Alchemy abuse.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,440
Mages are nearly always like this.
They start off very weak but eventually turn themselves into spellcasting demigods.
Have a game where the Mage faces many magic resistant foes or where casting spells is very physically and mentally taxing on the mage's body.
To gain access to the higher tiers of magic you must make some sacrifices. By sacrifices I mean either turning yourself into an undead abomination(or worse) or evil human sacrifices which leave their mark on your soul.
How about that?
 

InSight

Learned
Possibly Retarded
Joined
Feb 20, 2020
Messages
433
Pathfinder Kingmaker. The experience is based on 2 playthrough. one with a fighter and one with a caster.

Time limit makes the method of existing a room with enemies than resting to recharge the spells with no/little consequences/danger/counterattack as can be done in NeverWinterNighter or Balduer's Gate 2. Its strives/encourages to be more optimal/efficient with spell usage.

Encounters that are more difficult compared to Warrior class who can stand face to face on their own.
In the start/tutorial a mage class can be defeated by the starting enemy in the room, if no combat pet is available.
There is an instance/encounter where due to giving the player character name, would result in an enemy that can only be attacked by it. The enemy does not seem to be damaged by pet/summons/Eidolons of the PC caster despite the assumption of them being their extension. Caster being usually weak in melee combat, can make the situation impossible or difficult to resolve.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Blackguards is the perfect example, as mentioned earlier for Dark Eyes games.
  • Decent but not abundant single target spells.
  • Mediocre Buffs and debuffs.
  • Buggy Aoe (cone) spells inexplicably stopped if there's a pebble "blocking" the way.
Still useful but during missions with respawning enemies, they're sitting ducks.

Realms of Arkania HD!
Joke aside, as far as I can tell, it's hard to mage in RoA, maybe it's stronger later.

Lords of Xulima.
Stronger than in the previous examples but magic is not overpowered and you have to waste time using mana potions during long fights.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom