50 Methods to Balance Magic
[1]
Change & Modify Spells or Abilities
Using
this simplest and more effective method; you can change the specific
abilities or powers of the magic using characters available to them
in a roleplaying game. Simply put- remove spells that are too
powerful, and reduce the power of spells that are too commonly useful
or universally good. Using this method may also encourage the use of
more flavorful or niche spells, which may also need tweaking
depending on how powerful they become in the absence of the original
'OP' spells.
[2]
In-Universe Restrictions or Stigma
Magic-Users
may be in a lesser caste or subject to certain restrictions; such as
requiring written permission to leave their home village, they must
belong to magical university or registry, or they may be unable to
hold any sort of public office or join the nobility as landowners.
Using this, Magic Users may have less or no ability to manipulate the
political landscape or will be a mostly solo act where as other
characters can transition into more domain level play.
[3]
Increased Resource Cost(s)
Magic
use requires resources. While in many games this is already the case,
a method to magic use harder or more balanced with nonmagical options
is to increase the cost of doing magic. For example, spells may not
only require material components, but a source of magical energy such
as mana crystals or “the winds of magic” to be blown in or
gathered from various places. The creation or first time learning a
new spell may require a quest all on its own. For example, a powerful
fire spell may require the magic user to have eaten the ashes of a
flame giant at least once to even cast the spell, allowing the
dungeon master to further limit access to magic spells or stint the
flow of them as rewards hard won.
[4]
Expends Valuable (Other) Resources
Magic-Users
may need to use other resources along with magical resources to cast
spells. For instance, casting a spell may tire the magic user or cost
them hit points, thus draining more resources. In a game where time
is of the essence, such as dungeons with limited lanterns with
wandering monster checks, a timely ritual required to cast a spell is
a decent method of reducing spell use. Magic may also require gold or
experience points to create permanent or many of the more powerful
effects, thus reducing the resources of the magic using character.
[5] Tie it
to Items
Arcane
Foci- such as spellbooks, wands/staves, magic orbs, rune circles and
so on could also be used as a method to curtail casting. If a magic
user doesn't have a wand or staff, they cannot cast spells. Thus,
this is a method to make them vulnerable during the game (such as
when they get captured), or to give a method of advancement that they
need to focus on beyond spells (can't cast powerful spells without a
powerful wand)- this method brings magic users more in line with
fighting characters who need powerful magic items to keep “in step”
with the various monsters and threats as they level.
[6]
Enforce Specialization
Magic
Users are no longer capable of being a catch all, or just being a
single “Wizard” or “Sorcerer” class. Magic users must now
specialize or pick multiple different classes, either at first level
or later in progression, which means magic can never have the answer
for any problems. For example, if your character is an illusionist
they may have no problem tricking people, but they will have terrible
battle magic or will struggle using their powers against things that
can see through illusions. Players may be allowed to choose their own
specializations such as picking two spell schools or domains and
dropping one to “build a class”, but this method may encourage
only the best and broadest of schools to pick, so it may be best to
just isolate this as a class choice.
[7] Level
Limits & Experience Penalties
Magic-Users
may require many more experience points or longer stints in training
then other vocations to advance. Using this, less powerful classes
gain power much faster and the magic user will lag behind in their
advancement. Magic Users may also only get their best powers at
higher levels, where other classes may have already reached a level
cap, or perhaps may have a higher level cap in total then a spell
casting class, thus meaning more powerful in the tertiary aspects of
advancement (such as gaining hit points or immunities to certain
attacks or spells based on character level, etc.)
[8]
Magic “Powers” versus Spells
Instead
of allowing and having spells or spell-casting in the game, consider
changing the magic casting abilities to magic “powers”. This
implies a limitation of the magic being used as a specific and
limited ability, as opposed to a larger system of magic. For
instance, instead of playing a Wizard with illusions or an
Illusionist, you are capable of creating glamors that hide your
appearance. While very little in practical difference, in universe
and OOC the difference will make characters consider their characters
abilities as more limited, especially if they are unable to learn
more unless it is built atop their previous power growth.
[9]
Randomized Spell Acquisition
Whenever
a Magic-User ventures to learn a new magic spell, they must copy it
down from a scroll or rival spellbook. However, learning a new spell
has a random chance which may permanently block the magic user from
learning the spell.
[10]
Increased Danger
Making
the game have more dangerous elements such as traps or monsters, or
making these elements do more damage and be more threatening, is a
good method to limit caster superiority. Since in most games
magic-users tend to be the least survivable and having the worst hit
points, saving throws, or other defenses like armor. Of course, this
method only works if the best defenses are not magical in nature, as
that would only strengthen the superiority of a spellcaster.
Additionally, combining with higher experience point requirements
would make early character death for spellcasters more likely and
stunt growth into the more powerful levels.
[11]
Increased Encounters / Resource Burns
As
with the Increased Danger element; increasing the number of
Encounters expected in a typical session means the magic user has to
use up more of their resources and be more sparing in their use. This
does not only apply to combat however; having multiple magical
obstacles or puzzle-like elements is another method with which the
magic user must use up more of their resources to get basic utility.
[12]
Decreased Scope
Magic
User spells are decreased in the scope of what they affect. If a
spell is supposed to protect a full group of people against the
inclement weather, for example, can be changed to only protect a
small group of individuals or one individual. Spells that used to
travel across dimensions may only travel across landmasses now, and
so on. Using this method, a magic user will have to burn more
resources to accomplish the same tasks; the same here applies to
duration, length of traveling spells, number of useful elements
summoned per spellcast, etc.
[13]
Increased Non-Magical Options
One
of the largest contributions to magic user dominance is a lack of
non-magical options to either address specific problems or the wide
scope of abilities magic has. Be being able to both acquire magical
aid through wealth or other abilities (such as hiring a scribe
instead of requiring a magic user to read magical text, or being
allowed to learn the scribe skill as a non-magic character) and being
able to interact with the world more in general without magic.
Setting your own traps or using gadgets or even standard items in
more useful ways. This method requires a lot of creativity from both
players and DM, but replicating the feats of magic use through clever
item use or otherwise would greatly help putting magical and
non-magical characters on the same level.
[14]
Increased Timescale
One
of the simpliest changes to force magic user to conserve magical
resources such as mana points or spell slots is to increase the
timescale of a typical game mechanic. For example, instead of spells
recharging once every DAY after a long rest, you only recover spells
once every ADVENTURE. Which could be several days of rough riding and
questing. This could also imply magic being a harder thing to require
after being spent, requiring a full laboratory or revisiting the
magic user's sanctum, instead of being able to regain their powers
out on a campsite. This could also lesson or totally prevent the “15
minute adventuring day” problem, and make spells that let magic
users stop time or hide inside a magical conjured other space more
situational useful instead of a magic button to recover all spell
resources. For more narrative games, having magic only come back once
per session takes an out-of-world approach but accomplishes a similar
goal. Such as requiring the use of Fate points to cast spells in a
game of FATE.
[15]
Spell Failure & Backfire
Spells
can now fail. Forcing the magic-user to roll when casting a spell, or
having a negative to spell rolls that slowly builds the more spells
are cast each day/adventure, or having a higher risk or increased
negative consequence for more powerful spells cast. Using this method
makes spellcasting more risky, depending on the nature of the
failure. Spell failure can be anything from a spell simply being
wasted, a minor to serious consequence, or even the spell going wild
and doing strange and unexpected things. Spell Failure may be too
punishing to magic users depending on how it is implemented, so
perhaps only spells above a certain threshold fail, or any spells
cast without a ritualized setup have a chance to fail. Some games may
use spell failure only for spells cast for a certain daily limit of
“safe” spells, but this could have an opposite effect to balance
as it may give the magic user even more spells per day, even if they
are riskier to use.
[16]
Blurring the Line
Casters
and Martials do not necessarily be so split down the middle. Even in
a game with a more class-based structure, the ability to learn a few
spells to augment ones fighting ability or to learn some combat
skills to make a magic user more balanced could be a welcome addition
to the game. While most people still have a clearly specialized role,
the addition of a magical warrior archetype or crossover between
classes, or the allowance of mutli-classes so non-magical specialists
can still dip into spellcraft for some abilities may be a method to
help improve balance.
[17]
Make Antimagic Common
Antimagic,
in the form of “dead zones” of energy, holy magic/sites blocking
magic, antimagical enchantments or charms, or perhaps even mundane
skills (such as meditation or special tattoos) and superstitions
could act as antimagical shields or blockers that weaken or totally
nullify the powers of a magic user. By making antimagic or protection
from magic more common in a setting, you could make magic users less
universally useful or at least have a strong counter. It is important
however that this antimagic not only be avaliable to magic users
using antimagic/metamagical abilities, else this only further
enforces their role as the most powerful magic class; both with it
and against it.
[18]
Magic-User Class Access is Gated
By
using a specific in-setting restriction on who can be a magic user,
such as requiring a certain fantasy race or a very high stat in
Intelligence/Magic, only some people can be magic users. This alone
doesn't make them balanced, but in combination with other factors
(such as requiring many stat points to be spent to get to this level
in a stat that isn't useful for other things, or requiring a special
race that has its own weaknesses or stimgas), it can simply make them
less common and the problem less pronounced. This could also be even
moreso gated with OOC, such as only allowing inexperienced players
play as magic users or only players you trust, though this may reek
of favoritism. The slightly more tolerable answer is to only allow 1
magic user per party, which would still not make them balanced but
would allow direct targeting of that character to stop most
magic-user balance issues when the party must artificially support
them.
[19]
Magic-User Class is Tied to (DM-Controlled) Beings
In
this example, the magic user class may have powers or spells that are
tied to pleasing or working for powerful NPC entities or beings.
Things like Gods granting their followers magic, divine spirits,
demonic tutors as “patrons” and so forth are all examples. Using
this method, the magic-user must get their powers from something and
may be heavily restricted in what spells they can learn or how they
can use them by this entity. For example, a spirit of good that
patrons a Wizard wouldn't allow the magic user to use their powers
for evil, potentially making offensive spells or uses of magic fizzle
out or even stripping the magic user of their powers. This could also
be tied to more mundane characters; such as requiring the
player-character to ascend ranks in a Mage's guild to advance.
[20]
Spell Rarity
The
chance of finding, learning or getting the resources to use some of
the best spells or powers may be extremely low; the most powerful and
useful spells may only be handed out as rare rewards or loot as per
finishing a dungeon. The Magic-User may never be allowed to learn
spells on their own time, and researching spells may be heavily
limited or simply not allowed at all as to let the DM control if and
when the magic user gets the best spells.
[21]
Expendable Spells
Most
games rely on the concept of magic users being able to recover or
restore all spells that they use and use them again another day; but
not all spells need be this way. If tied to specific resources and
rare components of spells, as covered in above methods, spells
themselves could be one or two use rarities that can only seriously
influence the campaign a few times. This concept can also be
implemented to help stop spam of weak or unlimited use spells such as
cantrips; giving a hard limit to them to make them a limited resource
may help balance the classes out.
[22]
Permanent Sacrifices
Magic
use may require the use of permanent/irrecoverable losses for the
magic user, such as permanent loss of hit points or stats, the loss
of a powerful item, or in-universe penalties like sacrificing
friendly NPCs to cast a powerful spell or gain additional
levels/powers in a magic using portfolio. The importance of this
method is that it cannot be easily replaced for this character, thus
creating a permanent and important choice for the player. This can be
combined with other concepts; powerful NPCs like demons may only
teach your character a new magic spell if they give up their soul to
them, which would cause severe and permanent in-universe
ramifications for the offending character.
[23]
Magic Use = Bad Publicity
Combining
several of the above elements; using magic may draw the wrong kind of
attention. Casting a powerful spell or gaining a certain level of
magical power may draw forth entities from beyond or in-universe
ramifications such as hoards of the maimed asking for healing,
powerful NPCs demanding a share of the power, or just attracting
worse rivals then you could have had by being subtle and not using
magic.
[24]
MAD – Mutually Assured Destruction
Combining
several of the above; a magic user's insistance to use or hold the
most powerful spells may bring the attention of other NPCs who have
similar powers. For example, once the magic user begins to use a
spell combo that can down many opponents at once, other magic users
will start to prepare and use the same combo against them, thus
meaning the more dangerous the magic user becomes, the more dangerous
the world is in response. This hackjob solution will ensure the other
party members get run over by the magic user, but it could be a
useful tool for an in-campaign need for balance.
[25]
Willingness to Compromise & In-Campaign Balance
This
element may involve talking to other players in the game and finding
a compromise between magic using players and otherwise. For example,
giving each player a turn to play a magic using character who is more
powerful then other characters, such as Ars Magica, or having trope
style play where each player creates multiple characters for roles
allowing each to have the “fun” role of magic user. Additionally,
speaking to players during the campaign to reign in overbearing magic
use or spells with unintended powerful combinations or uses.
[26] Magic
User Exclusive Campaigns or Vice-Versa
In
this example; everyone in the party plays as the most powerful magic
using class all at once, or none of them do. This way the entire
party is on a similar playing field, and also means less of the rules
have to be changed to allow for balance.
[27]
Acceptance of Magic-User Supremacy
This
element doesn't actually solve the problem of balance, but could
offset it to only offended parties. An honest discussion could take
place about magic users being the most powerful and, if enough of the
players are accepting, then a game can commence where balance is not
considered a huge factor. Players could instead focus on making the
game more about the stories of each character, regardless of balance,
and some players may naturally enjoy taking a more backseat role to
the game as a supporting character or enjoy the challenge of playing
a weaker character.
[28]
Martial Empowerment
Allowing
martial or “non-magical” characters to become more powerful,
perhaps only in the space of the abstracted rules or perhaps in the
context of the game as being superhumanly tough, fast, strong, etc.
This game could be more of a Wuxia bent, where powerful Fighters go
toe to toe with powerful magic users by simply being above and away
beyond anything a standard or “realistic” human could accomplish,
at least in the context of our world. Depending on the setting this
could be considered a magical art of its own (all classes use magic,
some just use fight magic) OR it could be considered a sort of
“supernatural” ability OR it could be naturally; in the context
of the secondary fictional space standard races can become this fast
or strong simply by acquiring this much experience or training.
[29]
Magic User Insanity
In
many games or settings, magic has the power to corrupt those that use
it. In universe, this could mean that magic users have more mental
stress or insanity then other characters, and in game, this could
manifest as having worse odds are resisting psychic attacks, or being
forced to act out of character in strange ways, such as being very
fearful (having a phobia) of something common, being addicted to
magical potions or drugs, and so on.
[30]
Magic User Incompetence (In practical Matters)
Training
to use magic may take up all the time and energy a magic-user has,
thus making them less apt for practical skills or even social skills.
While this is already the case in many games, this could be made as
part of the setting's fiction as well. For instance, magic users may
have inbuilt insanity as explained above, or have their minds warped
or even childlike. While in many games magic users are allowed to
have some skills (or even have many skills, since they tend to have
high intelligence), changing the “Intelligence” stat to a more
simple “Magic” stat may do the trick, or granting no additional
skills for scholarly actions or mental abilities to magic users. In
short, a magic user doesn't get to have a lot of skills in ADDITION
to magic, they simply have magic and nothing else, where as
characters who do not have magic may get to have many skills. In the
specific game of Ars Magica- this is somewhat touched upon or even
made more substantial as magic users have an aura that upsets animals
and people not used to it; thus relying on their companions (player
characters without magic) to interact socially or handle animals.
[31]
Removal of Magic-Using Classes
While
extreme, this solution could work to remove magic user balance but
not giving magic to the players in the form of a class. Magic could
still be granted to the players in the form of items, magical pacts,
NPC companions and so on, but nobody is allowed to play a class or
learn spells in a non-class based game. This restriction can be
loosened somewhat by allowing some magic-using classes, such as
hybrid classes that have some magic power but not as much as “the
wizard”, and simply restricting the most powerful magic using
class. Some games may also use this through a tier system, such as
only allowing players to play characters of the same tier.
[32]
Skewing of the Magic-Using Class/Archetype
Instead
of playing a magic user, you play as a scholar, scribe, sage, or
healer. Your main skills are based on your knowledge or healing
abilities, and you may be the best with magic or spells if they come
up, but they are not an inbuilt part of your character- you don't get
spells but you can brew potions, or you can identify magic items and
creatures, etc. This solution essentially allows a player to play a
skilled mundane character that has skills with magic, as opposed to a
magical character. While a minor differentiation, this means that
player characters are all experts with skills instead of having a
wide gap in power of a marital and a magic-user.
[33]
Magic Use is Slow/Requires set up-Time
In
this example, magical spells may not be able to ever be used
spontaneously or off the cusp. Magic is always based on rituals,
brewing potions, or long winded incantations that can never be done
quickly or in response to something. This means magic use requires
careful planning and must be put in advance. The magic user without a
plan is a dead magic user. This could also simply be extended one
step and saying that magic simply cannot be used in combat, during a
chase, or during any scene where a martial or skill-based character
will instead shine with quick wit and bravery.
[34]
Enforcing Preexisting Rules
In
some games, the more distasteful rules or parts of the game may
actually be a part of the difficulty in balancing it. For example,
never ignore or handwave away encumbrance rules, as enforcing these
rules could be part of what makes magic users more balanced in these
games as intended by the original developers. If spells always
resolves last initiative, use that rule as to allow monsters an
actual action before the magic user's spells can kill or take care of
them; as this will help lower the impact of rules that are skipped
that make magic users more powerful. If a spell specifically says it
cannot be used in a certain way, don't allow magic users players to
use the spell that way, as it could unbalance the game even further.
[35]
High Priority Target
As
with the in-universe stigma, bad publicity, and MAD methods; this
method is yet another. The magic user is almost always targeted first
by monsters and opponents, as their power is known and well
respected. Stealthy enemies may wish to steal their spellbook or
components, and ranged enemies will pelt them with arrows or spells
of their own first. This method may make the player(s) believe in
some sort of favoritism or DM versus player antagonism, but
intelligent opponents may act more realistically if they know and
respect a magic user's danger.
[36]
Establish a Combat Triangle
While
the most powerful aspects of a magic-using character is usually not
in direct combat, enforcing a semi-artifical combat triangle may be
the way to balancing them. For example; magic users may in this
system be very powerful against warriors wearing armor, but are very
weak versus arrows and sneak attacks, as they move too fast for the
spellcaster to counter. In the same way, this method could balance
all aspects of the game by having each class or role having a strong
counter; fighters are strong against sneaks and ranged archers,
wizards are good against fighters, and rogues and archers are good
against magic users. This triangle is just an example and any sort of
combat balance triangle could be made in response to create balance.
[37]
Make Magic-Users a Support Class
By
letting magic users keep most of their spells, but changing their
role to that more of support, such as only being able to cast buff
spells on others or by enforcing a sort of role that helps other
party members, you create more balance and cohesion in the party. The
magic user is no longer the “power” class the other characters
rely on to see them through, that role instead belong to the martial
classes. The magic user is instead focusing on powering up, healing,
or resisting negative magic sent their way using their own powers.
While magic users may still be powerful, or may be the most powerful
class of all, forcing them to use their powers on others makes them
feel less like a one-man show and creates balance by making the party
work together.
[38]
Heavy Magic Flavor from the Setting
Magic
in this game could be very heavily tied to the setting itself, such
as a Greek fantasy setting having ties to the four elements in its
spells, or magic in a Renaissance world dealing with the four humors.
While doing nothing on their own, designing and only allowing spells
that go hand and hand with these theme could move magic away from a
“do anything” tool.
[39]
Increase Resistances & Immunities
Tied
somewhat into the “Making Antimagic Common” method, but slightly
more vague. If magic usually deals elemental damage, for example,
where as martials tend not to; therefore having more creatures be
resistant to elements would help lower the power of magic users
overall. In this case resistances & immunities may be specific to
creature and if combined with prepared spells means that the magic
user must plan around them or be unable to effectively deal with that
threat. For example, making undead immune to all mind effecting and
disease spells is already common, but could be done with more
creatures or more NPCs. Maybe all dwarves take ½ damage from fire,
or all goblins are immune to disease spells, since they are always diseased, etc.
[40]
Variable Magic Strength
Magic
has a variable strength, perhaps dependent on a die roll, of how
powerful or effective this is. This could encourage the magic user to
take risks, or simply open up times where the magic is less powerful
then normal, thus making the magic-using classes less powerful
overall. Of course, this example could easily be twisted to make
magic users more powerful if the top die rolls actually make the
spells MORE powerful, so having the basic rules of a spell being the
“top” result with every level beneath having complications or
weaknesses could be an overall nerf to magic users.
[41]
Magical Abilities & Consideration Designed into
Campaign
This
method, while highly subjective and already accomplished in many
games, is to weaken magic users by having the setting and direct
elements of danger and competition in the campaign acknowledge and
preemptively have countermeasures to magic. For example, a standard
castle in this setting not only has drawbridges and moats, but a
magical field to block spying or instant teleportation within. Lords
in this setting always wear magically enhanced jewelry, or perhaps
all jewelry is innately blessed with the ability, to help resist mind
altering magic. Monsterous foes tend to bring along an extra magic
user with their patrols, so their patrol is not easily wiped out by a
magical spell they can counter and so on. If magic exists in the
secondary world, then people would be well aware of it and try to
find a method to stop or hinder it.
[42] Ease of
Magical-Detection
In
this method, magic can be more easily sensed, seen, or comprehended
by non-magical characters. For instance, you do not need to cast a
detect magic spell, as any character can see the glow or runic
markings around the object (or perhaps it is tied to a non-magic
primary stat, like Wisdom). This way, magic users have less instant
importance as being able to do all things magic, and non-magical
characters can tell when an item may be powerful or important just be
look and touch. This could also apply to magical talent as well as
well as magical powers prepared or otherwise ready; a drained magic
user may have a weak aura which may signal to enemies to attack, and
hiding the fact that one has used magic recently may be very
difficult, thus making it easier for NPCs to see any tricks or traps
the magic user has been making.
[43]
Strict Illusions
As
with the above; this is about NPCs being able to detect and react to
magical things. However this is specifically only for illusion spells
or abilities, and only applies to games where illusions are too
powerful or consistently useful. While the point of an illusion is to
trick others, making it too good at tricking others might cause
magic-user imbalance. A method of balance then would be to make
illusions strict. As in, you cannot create illusions on the fly as
with many spells. Instead, illusions may be restricted to things
you've actually seen, or can only be cast on real objects and people
and cannot create phantoms, or illusions are easily seen as fake
through any medium that isn't direct sight (reflections in water,
through reading glasses, etc.) This method makes it more likely and
easier for NPCs to detect an illusion or magic user trick. It goes
without saying that any shopkeeper NPC has several methods for
identifying false and conjured gold or treasure; so that trick won't
work.
[44]
Campaign designed around Non-Magical Characters
A
bit of the opposite to the “magical campaign considerations”, but
still a valid method for balancing magic users with nonmagic
characters. In this example method, magic users have a harder time
because the campaign isn't designed for them in mind, or more
specifically, is designed for things they find difficult. For
example, playing a sea-fairing campaign where material components are
quite scarce will lower the overall power of a magic user, as will a
survival campaign where non-magical skills like tracking and hunting
are very central to survival.
[45]
RP Restrictions from Spells
This
example is very specific but in some games, some characters who use
magic would be opposed to using certain spells or abilities, such as
a caster refusing to use a magical power from a rival school's
library, or another refusing to use evil spells if they are a
white-mage healer type. While this restriction is mostly on the
player side and not for the DM to interfere with, offering things
like RP XP bonuses in some games or having meta-narrative mechanics
such as shifting character alignments could encourage players to not
use dark or forbidden magic, even if it is powerful. Since most
players would do so anyway due to pragmatism, this could also be the
method to stop MUs from casting lots of high powered spells in the
first place; preferring to face foes head on with a sword in an
honorable duel instead of using underhanded magic trickery, even if
it would be easier.
[46]
Powerful Magic = Plot Device
Magic-Users
may eventually gain access to powerful magic or spells in this game,
but its use is intended to be used for something based on the “story”
of the campaign. Yes, you may learn a powerful planes-walking spell
to travel dimensions, but you're only going to be able to use it once
with its rare components to escape the demon realm. Yes the character
may learn the spell of instant death, but will only use it on the
immortal king of the dark elves, who you have been fighting the
entire way.
[47]
Rule Obfuscation
Disallowing
players from reading the Dungeon Master's guide or its equivalent in
the game, using homebrew material/spells, and otherwise restricting
access to information about your game is yet another option to low
magic user supremacy. Simply put, if the magic user isn't allowed to
see and plan the most powerful “build” they can get, then each
spell will be like a unique venture for them, and the growth of their
character will happen not as a plan to become the most powerful but
as a result of their RP. Using this method, it is also easier to
tweak spells that are too powerful, or too simply flavor different
spells. Perhaps you dislike a powerful offensive spell and simply
give the player two copies of a weaker spell, just with different
fluff. In universe, they may be different, but in the game space the
player themselves won't be able to know you're giving them multiple
of the same options; while this is possible in a standard campaign,
it's simply harder to get away with since the player is more likely
to know the rules for a spell. Strong adherence to in game fluff will
also help avoid them finding out you've tricked them into a false
sense of system mastery.
[48]
Magical Inflexibility
Magic-User
spells are simply inflexible. Reduce or simply disallow fluff
descriptions from spells to tack on additional effects or secondary
powers. For instance, if a character wanted to cast a spell that
targets a creature on an inanimate object again for a cool
spontaneous effect, disallow it. This does make magic more boring and
seriously squash player creativity, but disallowing flexibility in
magic will decrease the overall flexibility and reach of magic users.
[49]
Increased Class Selection
In
general, the number of archetypes in the game attract different
players, but the more classes there are the less likely players will
be to pick the most powerful by accident. For example, if the game
only has a single or two spell casting classes, but eight or more
martial classes, then it's much more likely everyone in the game will
play a martial character, or less likely to play the most powerful
class. This is only if the players are actively trying to find new
and fun experiences, and see the magic user role as a role among many
as opposed to the “best” or “most powerful” choice. This also
applies well to random class selection and/or rolled stats and
“Gating” magic using classes, as described above. This especially
applies to games with many specific and useful roles; the gunpowder
engineer may be just as important during a siege as the wall-scaling
thief, and the magic user isn't a ubiquitous everyman choice.
[50]
Magic Equipment for Martial Characters Only
This
follows along with the “Empowering Martials” category, but is
more based on campaign design. The most powerful magic items being
something akin to magic swords or armor which can only be wielded by
high leveled martial characters. While magic users may still gain
access to powerful items or gear like Ioun stones, magic wands,
secret spells, etc. Martial characters get much more powerful items
only they can use; magic swords that grant wishes or let them fly on
the sword like a hoverboard ala a Wuxia campaign. These items not
only are given to the martials first, but simply will not serve magic
users or may even attempt to control their mind, as the items only
serve powerful warriors.
Wow...that was one heck of a post. You have to be really creative to come up with FIFTY of these. I linked people over here today on my blog bc I know others would enjoy reading this too. Great post.
ReplyDeleteTo be fair, many of these concepts are derivatives or are separated parts of other common "balance solutions", but I really appreciate it- Thanks for linking!
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