Magic is supposed to be strong. Illusion and enchanting magic is the strongest. If you feel exotic, you can use conjuration to create Golem.
Magic is a violation of physical laws. "
trueMagic is Magic, any attempt to to add some bullshit pseudoscientific explanation results in nothing but bad science fiction.
unless its a low magic setting thobecause a guy wielding the incomprehensible might of the arcane should not under any circumstance play second fiddle to some monkey with an elaborate stick.
I second thisProbably to make up for it never being anywhere near as useful outside of combat situations as it should be.
unless its a low magic setting tho
if it takes 5 hours of ritual to cause a thunderbolt to happen then the priest-wizard should probably take some fencing lessons on the side
i mean. that's sideways. all i mean is that you can have a setting where magic is there, perhaps even accessible in some fashion, but not 'on demand'. wizards can't make up for their low numbers with sheer power if said power doesn't exist.Seriously though idk, you could just as well argue that in a low magic setting where wizards are rare as it is, they would make up for their low numbers with sheer power.
What did he mean by thisi mean. that's sideways.
Yes, and I could just as well have a setting where wizards could very definitely compensate for their numbers with firepower. You see what I'm getting at?all i mean is that you can have a setting where magic is there, perhaps even accessible in some fashion, but not 'on demand'. wizards can't 'make up' for their low numbers with sheer power if said power doesn't exist.
then there's no argument to be had brothen i can invent my own setting
I know, that's what you said, hence I said what I said. You really do know the English !!then there's no argument brothen i can invent my own setting
Yes, but low or high?'well what if you have a low magic world'
'well what if the world was high magic instead'
the codex is a magical place
buy high, sell lowYes, but low or high?'well what if you have a low magic world'
'well what if the world was high magic instead'
the codex is a magical place
Don't need Fireball if you charmed the goyim into letting you use their money to make profit. Also, we have nukes. Fireballs are unnecessary.Magic is supposed to be strong. Illusion and enchanting magic is the strongest. If you feel exotic, you can use conjuration to create Golem.
fireball is stronker :evocation rules
probably action rpgs. which adds to your initial point:I guess a good question is: Does anyone know any good fantasy RPGs that don't really have this problem?
if you're playing a physics based game or a beat 'em up with mages and fighters in it, you're already half way out of the cargo cultdevs sort of turn off their imagination when it comes to designing non-mages
Honestly I suspect the major issue to be that devs sort of turn off their imagination when it comes to designing non-mages and don't pay a lot of attention to game balance either and then sort of justify it all with "It's magic, it's supposed to be awesome!" Cargo cult design is a real problem in RPGs and it's far too common that while devs sit there praising how innovative their take is, they are fundamentally doing the same things without really knowing why they do it or why they are worth doing. There's something comfortable in designing the familiar, I guess.
There is some truth to the notion that mages are often intended as humanoid artillery, but then the game needs to be balanced accordingly so they actually have that artillery role with weaknesses that are appropriately exploitable. Many games are happy enough to let mages cast big spells one after the other and be strong enough sources of consistent ranged damage to make archers feel irrelevant and give them weak defenses that they can easily sidestep with magic and are also often irrelevant because they're happy to have the guy in a suit of armor somehow end up being the one who gets attacked by everything (threat/aggro mechanics are a terrible mistake - they virtually guarantee your enemies will behave stupidly, which makes a lot of combat nowhere near as deep or interesting as it ought to be) since they're copying that horrible idea off of WoW.
If ultimately it's just being treated as a cheap power fantasy where becoming stupidly powerful is part of the package, then you need to look at why warrior type don't get anything cool themselves, and here the common problem is probably just that most devs don't even really have an idea of what to copy. It's easy enough to copy 50+ spells that you've already seen in other fantasy games for mages. But for warriors, rogues, etc., most often all people can think of is autoattacking and abilities that are like just autoattacks with minor special effects on top. A lot of fantasy RPG designers came from Dungeons & Dragons pen & paper backgrounds and that's what D&D did. In the rogue's case the situation is the same but you just give them a really half-baked stealth mechanic and some perks to attacking from behind. This is basically what happened to Dragon Age: Origins. In reality you need a deeper understanding of gameplay in order to come up with a good arsenal of abilities and options for a warrior that feel interesting and varied, but exercising genuine understanding, imagination, and problem solving is a much bigger problem for most designers than you'd think.
I guess a good question is: Does anyone know any good fantasy RPGs that don't really have this problem?
fireball is stronker :evocation rules
guy wielding the incomprehensible might of the arcane should not under any circumstance play second fiddle to some monkey with an elaborate stick.
they would make up for their low numbers with sheer power. Especially since there probably wouldn't be too many magic countermeasures a rando non-caster could throw at them either.
Also, we have nukes. Fireballs are unnecessary.
But a question. Why does the gnome magical guild waste time with half orcs slaves, if you could use golems?
The breeding program is incredibly important. Golems also tend to ruin Turnip harvests where half-orc slaves do not.Nukes = Gigantic fireballs.
But a question. Why does the gnome magical guild waste time with half orcs slaves, if you could use golems?
guy wielding the incomprehensible might of the arcane should not under any circumstance play second fiddle to some monkey with an elaborate stick.
What about magic VS tech? Like fireball VS grenade launcher?
Nwn (3.5 ED) - weapon master with devastating critical shits on spellcasters
Diablo 2 - Fanaticism zeal pala shits on Sorc/Druid/Necro
Bloodlines - Gangrel shits on Tremere
etc etc
Fireball of course, it needs no ammo.