Showing posts with label Balance. Show all posts
Showing posts with label Balance. Show all posts

Saturday, July 5, 2025

Random complaints about Magic Systems since this post was too long for r/magicbuilding

1) Magic is a purely genetic or "superpower"-like ability that is manifested wholly from the body/person using it.

For me, magic needs to have some component of spiritual or mental acuity to use it. I don't have a problem with magic being heavily tied to a person's bloodline, even if it's "unfair" in the world its in like if it's only available to superhuman elves or spirits or whatever, but magic where humans can just wave their hands and simply can do it or can't doesn't feel magical to me, it feels more like a superpower. You need to have some component of at least mentally imagining the spell or willing it into existence somehow. I also like to self insert in most fantasy worlds I read or interact with (don't we all) and I much prefer magic being the result of hard work or at least special knowledge.

2) Magic that mixes symbolic and pseudo-scientific aspects.

Regardless of if a magic system is soft or hard; I dislike when magic systems mix these two aspects. If you want to make magic the result of different varieties of magical or elemental energy that is collected in crystals to power magitech machinery, that's fine. If you want to make magic more folkloric and/or occult and base it on symbolic methods; like making a voodoo doll that looks like someone to harm them remotely or nailing an iron horseshoe to your doorway to keep fairies away that's fine too. But don't tell me there are mystic curses that can only be broken with true love's first kiss AND you're a red wizard with 250 MP practicing your 2nd level fireball spell.

3) Magic "Schools" or categories that have inconsistent naming conventions

This one is probably the worst and most nitpicky of all; but I very much dislike magic systems where they have a sort of order to their spell schools. White magic, black magic, gray magic; ok that's cool, don't suddenly add in "charms" or "illusion" magic to that list, it completely ruins it. Same as systems that will inexplicably have elemental magic and then throw in mind-control or psychic phenomena as a category. No, if you're going to have a category that breaks the rules like that, you need to fit it into the existent naming scheme like letting elemental magic also affect people's moods and body humors or start over. The worst part is its not even the effects or spells, just the naming scheme. I have zero problem with Elder Scrolls magic schools as they exist in the game but having every spell school follow this naming convention of "AlteraTION, DestrucTION, RestoraTION," and then tossing in "Mysticism" or "Illusion" irks me.

4) Magic incantations that don't mean anything

Now obviously they mean "something" in the world-space when spoken aloud, you can't expect every creator or author to create an entire conlang just for this, but what I mean by this is if a magic system uses magic incantations that inevitably boil down to saying things like "water, form, towards target" in word form I get annoyed. Once again this is often abstracted but if its a magic system based on words and "you can't lie in this ancient language so whatever you say has to become true" or it's "imposing your will on reality" via speech then what needs to be said needs to be intelligible. I've come to enjoy magic incantations just spoken in plain English/whatever language the story is written in as being more evocative anyway; calling upon supernatural forces or commanding inanimate objects to obey and they suddenly spring to life is so much better then some keywords in some made-up gibberish language.

5) Sorcerers = Inherited Magic & Wizards = Learned Magic

This is literally just an annoyance I have with the naming convention once again; and only D&D in specific. The most famous Sorcerers in pop culture and fiction (named Sorcerer)? King Solomon, Dr. Strange, and Mickey Mouse (Sorcerer's Apprentice)- All had to learn or gain their powers through magic items. The most famous Wizards in fiction? Merlin, Harry Potter, Gandalf- all inherited or belonging to a magical bloodline. Once again, this is 100% down to taste, I just hate how D&D has created this connotation when if anything it should be the opposite. At least "Witch" can always mean a hearth caster!

6) Everything "magic" comes from the "Wizard class"

Not literally video games again, but if everything magical or supernatural in a world has to come from a magic using catch-all term or type of individual; it sucks all the suspense and intrigue out of the world for me. Magic swords should be crafted by the most skilled and experienced blacksmiths of the land; not "enchanted" in some process by some magical wizard guy. Once again this is down to flavor, and more scientific magic systems get a pass on this by necessity, but everything cool being made by the special snowflake Wizard-type is boring to me.

7) Magic is defined as an energy field + real world physics on top

This was described by other comments on this post better; but basically I really hate when fantasy magic is defined as a sort of magical energy field that can be turned off or on, "Anti-Magic Shell", etc. These things suck all the mysticism and spiritual aspects out of magic. You can have magic be weaker in certain places, or certain materials be resistant to it, but this should be because of a great lodestone or fallen star that disrupts the subtle "weave" that surrounds all living things, NOT an attempt to crease over a soft magic system with a hard-magic system explanation.

8) We don't see enough of it / Only brought out for the "cool" moments

Final complaint; magic systems that don't let us get any fun stuff out of it. Yes, I know this sounds a bit hypocritical from some of the stuff above, but if I get invested in a world, story, or game; I really want to at least get a taste of the magic. If it's a Lovecraftian style magic world with great costs and dangers for using magic, I get it, but in an attempt to not spoil the flavor with overexposure, many creativities make magic too rare, special, or plot-important to actually absorb and enjoy. Let me see how magic users use magic to rid themselves of annoying daily tasks or how low-powered magic stuff is sometimes used for entertainment or to play pranks on people. Let me steep myself in the unreal world. People are people even if they're elves; so you KNOW somebody is going to use these fantastic powers for something boring, something mean, or something kinky. It's inevitable and, if anything, a sign of good writing. It's a part of the world, so let me experience it in your world.

Friday, April 29, 2022

Vagueposting- Static Module & Creature Designs is a Feature not a Bug + Party Size Dynamics

Something I've been thinking about recently is the differences between video games and tabletop games, especially in the design or and mechanics behind how the game works with a plurality of players in a single instance, party, or map.

In most co-op video games where the co-op is optional or drop-in and drop-out, the challenge of the game's enemies tend to scale up in damage and/or health in proportion to the number of players currently playing the game. There are exceptions to this; in games where multiplayer is expected or even required, such as an old school MMO, enemies do not scale on purpose as to make grouping up encouraged. Did this concept come around from tabletop games?

Art @Stephen Andrade
Even now, tabletop games are a very social and "word of mouth" hobby. Despite what some believe may believe even with the explosion of "geek chic" in popular culture, very very few people actually play tabletop games even after things like Critical Role and a wider audience. It is still a microhobby- and of those few, almost everyone who does does so because they had a friend that did first, or began a group to play with their friend circle who was interested. It has been this way since tabletop gaming's inception; I would struggle to think of any hobby more social then tabletop gaming.

Notice that in pretty much every monster manual, adventurer module, blogpost, etc. everything is almost always static. In other words, an orc will always have 2 HD of health; the game is not written to "scale" this enemy up or down with the players level or more importantly the number of players.

Now obviously there are practical reasons why this is- why create such bloated rules or math for something so inconsequential? If the DM has a group with only one or two player characters, they could just artificially lower the number of monsters, or grant magic items for a powerful one-shot kind of experience that patches over this issue. No author or publisher is going to want to waste all that space in books for something so fiddly and situational.

I want to make it clear that I am way too young to have been around for the oldschool D&D days. I am not a classic grog playing with Gygax or Anderson. This is 100% conjuncture; but I get the feeling that classic D&D groups may have, at least subconsciously, allowed for more players leading to more power for the purposes of boosting game recruitment.

Once again, let me stress that I know this isn't some genius level marketing tactic done on purpose by old TSR back in the day; those creators were very focused on a totally different kind of game experience then modern OSR games- group dynamics were different. Tabletop roleplaying today tends to focus on smaller numbers of individually controlled characters, where as in the past characters often controlled small armies or squads of units. I don't want to pretend that I know otherwise. But I have a strong feeling that the intentional or unintentional reluctance to change the fantasy space to accommodate the players, both in terms of "dumbing down" for new players or weakening monsters or challenges for small or unprepared groups acts as a strong motivator for game recruitment.

Think about it- a party with five characters will always be inherently stronger then a party of four; even if that last character is weak, like a first level wizard or a poorly rolled character, they are still providing more damage, more carrying capacity, more resources and/or skills in game terms, and another player to bounce ideas off of. Having the game be a "player vs DM" arena with a harsh and challenging world really encourages people to have a strong party- and in this case, more players directly correlate to more strength. It's the classic throwaway line in D&D adjacent media, or nostalgia bait movies and TV shows- "oh you gotta show up for the game this Friday, we're going to fight a cave troll!" or something to that effect often comes up. I wonder how true it really was; either back in the day and now.

As a bonus; how does party size affect the game? These are just my observations when I run games; and may not at all apply to your experiences.

Big Parties

  • More Powerful (obviously)
  • Individuals are less important / mistakes are punished less as there is a "safety net"
  • Generally slower and less stealthy
  • More "risk averse" (more people to get browbeaten by)
  • More mechanically oriented / requires Caller moreso

Small Parties

  • More individually engaging
  • Characters are more developed
  • Higher camaraderie / victories more earned
  • Has more "Epic moments" (individual actions are more impactful)
  • More roleplaying oriented

Tuesday, December 17, 2019

The Lost Mystique of the MU, and How to Fix It (Long Rant)

I once made up a dumb quote. It went like this; “Fantasy is just retrofuturism for the Pre-Sciences.” It's pretty dumb, I know, but I think it has a lot of merit. Fantasy worlds and media tends to focus on the beliefs of ancient peoples, and then show those beliefs as being how the world actually works in the body of fiction. Gods are real and grant blessings or curses. Secret knowledge can cure diseases, or create energy or matter from nothing.

Side note: I began writing up  this "rant" several months ago, and lo and behold Goblin Punch had to write an article about this very thing I'm complaining about and beat me to it.

This is a short essay about magic users, why I'm upset with them, and why I changed them into something else. I've marked this as a 'rant', which is a tag I usually use for long rambling nonsense like this, so feel free to skip it if it isn't your thing.

Art @Sarunas Macijauskas
PART 1: WHY MAGIC EXISTS (in games)
Note- This isn't talking about Magical or “Supernatural” elements as a whole, but specifically the type of “Magic” that spellcasters can use. Witches, Sorcerers, etc. Casting spells and making charms are both common things in fantasy media. Having a role dedicated to the pursuit of magic is sensible, logical, and fits in perfectly with a game about loose archetypes. The Fighter. The Magic-User. The Holy Man. The Elf. These are classic classes which the original game of D&D was built around. Over time, these roles changed to be less thematic and more practical, though paradoxically some of the implied coverages of the classes (the Fighter, specifically) was reduced to give rise to extra bonus classes like the Barbarian and Ranger. Please note, I am not actually a D&D historian, so any of all of this could be wrong, but it's right for my essay.

While some worlds feature wild magic, natural magic, or supernatural elements, this is distinct from the concept of “Magic” as a craft or profession. Magic is a force that can be manipulated in the form of spells, items, incantations and so on. The idea behind giving magic a purpose and a use in a game is extremely simple. For one, it gives a use for “smart” characters. While in real life smarts is obviously really good, you need something in a “game” where the players control the character using their real life intelligence. Obviously in real life being smart is extremely beneficial as it comes with the ability to create plans or understand the natural world better, but in a fantasy game? Players already do that. Player characters instead need a vector to be smart, and in a world without computers to hack or technology to build and repair, making smarts central the “magic class” makes perfect sense. Wizard means Wise Man after all.

We can see this role personified in fantasy media as the Wizard. This is a catch all category, including Sorcerers, Half-Magic Gish types, Evil Witches, Druids to an extent. Putting this role in a game to play makes sense. Plus, magic systems are some of the easiest things to tweak and hack, and making up new spells and magic unique stuff is both easy, rewarding, and lets you flex creativity.

"Pig in Time" @Andrea Radeck
PART 2: FANTASY MAGIC =/= GAME MAGIC
However, there is a problem. Fantasy Magic as we see in media doesn't exactly match the magic we see in games. This is a general rule, not based on the specific games people play. While Vancian magic isn't common outside of Dying Earth and D&D material, it has all the trappings of standard pop culture and fantasy magic. Spells to turn people into animals? Easy. Spells to control weather? Sensible. Spells to summon beings from other worlds? Control minds? Cast wishes? Etc.

These have the surface level of magic being the same, but the magic we want to see and enjoy conceptually doesn't really work in game rules. Now this isn't to say there aren't some games with better magic systems then others mechanically or flavorwise, but most games there is a disconnect between magic and fantasy magic. It's gameified for use in the game, but cannot be specific enough to allow for all the cool interactions we'd like to see and give each spell a high fantasy/mythological feel. It also can't be general enough to let the players run amok with it, as they would quickly find a way to break the system. Even with the best possible group and DM, I struggle to think of a way to put magic into a game that would be as cool or flexible as the magic we see in books and TV.

This disconnect is the same as the one in video games. In a video game, your character might be a Wizard with a few select powers and spells, but you'll get quests where you need to find a specific item for a specific NPC to cast a specific ritualized spell that you simply don't have access to. Why? Obviously it's the limitations of the medium, but tabletop games still have this issue. Your Wizards can't suddenly put two and two together and think of how to end the evil rampaging spell by mixing a few magical reagents and using their knowledge to know it will be strongest when cast on the full moon. This shit isn't in any game books and has to be made up by the spots, which hey isn't that bad and I want to do it, but you can't make a rule to do it.

Art @ThemeFinland
PART 3: MAGIC SUCKS
Magic in games sucks. I hate it. Reading spell lists got boring after my first game. I want too much out of it, I'm not even saying it's objectively bad. I just don't like it. If spells are too orderly and procedural, like having ice, fire, and lightning balls all listed out with the same mana cost and damage but just with different elements, I'm bored. If you have D&D of a few basic attack spells but in different intensities and forms; Shocking Grasp, Burning Hands, Cone of Cold. All different forms of attack but all doing the same basic thing, which is more interesting but doesn't feel complete enough.

Like I said, I'm enormously picky. I want myth and legend, or more accurately, my shitty pop culture understanding and personal feelings of it, to be codified into game rules. Thus losing their 'magic' no matter how good it is.

I feel like games can do a lot better. Some of this discussion is spurred on by balance, but it's not an exclusive issue. Magic is something I've thought about a lot, even on this blog. I've read many rulebooks exclusively for their magic content, and have had many online discussions about magic. As such, I feel as though my homebrew can be put to end this entirely self centered problem, though I am by no means claiming to be the absolute most expert in this topic. It took a long time, but I think I have finally found the solution.

The problem is the archetypal Wizard.

The Wizard doesn't exist in mythology, really. It does, but not the fireball slinging Wizard of D&D fame. As many have stated before, the “self learned scholar who learns magical power” isn't much of a thing in traditional fantasy. Almost all Wizards are Gods, angels, or supernatural innately. Magic tends not to be the province of humans, except for the real life magic of folklore. Things like drawing a talisman to ward off evil or creating a curse tablet to spurn the lover who left you. We can see here that the type of magic avaliable to the “player characters” would be more subtle stuff- based on Fate, the supplication of the spirits, alchemy (to explain their limited understanding of chemistry), and so forth. This is the way these people thought the world actually worked. It's retrofuturism of prescience.

The other problem is that this type of magic that isn't really present in myth and legend, it is also too exclusive. The idea that magic items are “enchanted” by a Wizard to give them power is one of the most cancerous ideas ever. I despise this concept. Ancient blades of power are forged through secrets that blacksmiths know, not some arcane mana-points Wizards put into it. Anyone can pray to the Gods for guidance and a blessing against the forces of evil, not just a specific class or feature.

Art @pita
PART 4: WIZARDS ARE COOL THO
But magic is cool! People like the Wizard. I like the Wizard. They are the perfect self insert for the “nerd” type of stereotype, using intelligence and cleverness. To possess forces beyond the physical body. It's extremely interesting, both to imagine and use in a game, to have these types of powers. It's not even exclusively a power fantasy either, it makes for interesting gameplay. What other character type can reasonably have abilities this powerful? If you gave it something like super heroes, they'd be too powerful conceptually to exist in these kinds of worlds because they'd just always have access to these powers. But by putting it into magic, he can give it rules and restrictions. Checks and balances.

Magic is also extremely easy to build for. Entire magic systems, fictional or otherwise, inspire entire ideas out of them. How settings work. How empires and warfare would work with access to powers like this. I've created entire backwards ideas just for this- Gold and gems are among the few things magic can't duplicate. It has “antimagical” properties innately. That's why Kings and Queens wear crowns and jewelry on their heads and bodies. It's a great little idea that nestles in your head. Not just that, but magic systems almost by themselves define the fictional world they are in. I've created what feels like dozens of magic systems myself for this exact reason.

The best magic systems are, in my opinion, either closely tied to the setting they come from, or things so tightly interwoven with a class or identity they become indistinguishable. This faerie class by ATWC is still one of my absolute favorite “casters” I've ever seen, it's at the very least the best Elf-as-class expy I've ever seen. But I have a problem with these solutions. I don't have a super specific setting, I'm not Tolkien. I want gameplay classes that can fit into many different settings or campaign types. As generalist as possible, lacking flavor, but having flavor on the back end. Of course, this entire rant can just be ignored if you like making classes based on thematic concepts. There's nothing wrong with that, it's just not something I'm personally doing. Hence the issue.

On top of all that, giving spells to people is one of the only ways to get the fantasy game out of its rut of human-capability. You can also offer things like superhuman races or mutations, magic items, and other powers that the DM rules in stead of a set spell or magic system, but those alone won't work alongside the abilities of player character needing a “magic expert”. The Wizard doesn't fit into what I consider the gameplay loop, not just of my pseudo-OSR standard D&D homebrewing, but into most games. Creating classes based on gameplay needs is superior to creating one on a thematic basis, because it the gameplay centric classes, like the “tank” or “healer” if you want to use video game terminology, can be directly interfaced into gameplay.

But there's a problem with all of this. This is invented. It wasn't wholly invented by D&D of course, but it partially was; you can see its influence in early video games. If it wasn't Gygax somebody else would have probably capitalized on the Gandalf/Odin symbolism and make something popular. Once again, I want to stress that I'm not saying Wizards only came from this; there are Conan's rival sorcerers, Lovecraft's occultists calling upon the power of the old gods, and other examples. But the countless video games, movies, newer fantasy books and so on, in my opinion, have been tainted. Magic is a force to be manipulated, not the way the fantasy world works at its core.

Art @Christina Kraus
PART 5: THE FANTASY SPACE
The Fantasy World isn't the real world. This is my biggest problem with magic users and magic since I started this hobby. It took me a long time to start understanding it, but I think I am ready to explain it. The problem is people can't throw away their understanding of our world, taught to you in schools and based on scientific learning. You can't immerse yourself in a culture that is objectively wrong. But you can, because in the fantasy world, they are right. Another great resources to help me understand this better was this blogpost by Skerples, which is highly recommended for reading this essay. His writings on Medieval culture and beliefs are extremely helpful for anyone who wants to better make or break fantasy worlds. Another is this excellent summary from darkshire.net

In the fantasy world, dragons do not fly because they have some special magically force that uplifts them. Nor do they need (though many have) some lighter then air gas-sac to explain this issue away. They fly because the God of Fire created them to serve as his messengers. The normal human weaknesses we understand innately do not exist in the fantasy space unless you chose them to be there. People in real life come back from long military campaigns with injuries and wear that makes them permanently crippled for life. In the fantasy world, fighting hard and surviving literally let you cultivate your life force and make you more powerful. Diseases are caused by foul smelling vapors and miasma, and fate is determined by the motions of the stars.

Of course, I'm not decrying sci-fi depictions of fantasy or more realistic, grounded campaigns. I'm just saying that they existing as this sort of “norm” is a problem. Magic Users are not necessarily the only people using magic. In fact, making a 'magic expert' a class at all presents the issue where they must be the best at magic, but since magic can do anything, and you put that magic in the control of the players and give them the direction, and pretty soon it is a toolbox. It's not mythical, it's not special, and it doesn't give the same "feeling" of what I'm after.

Meanwhile, mythology is rife with warrior-wizards. Some dude who kills hundreds of enemies, by himself, is not “mundane”. And you may say that those characters are Gods or blessed by a God- but neither are Wizards just “normal people” either. But yet you want high fantasy Wizards with low fantasy, “mundane” warriors? It's nonsensical. Also, I don't want to derail this too much into a hypothetical discussion about class balance, it isn't just about warriors vs wizards. My problem is farther reaching then that.

So I don't want these systems. I don't want magic in neat little spells, I want magic that everyone can use and profit from, something that makes the world of fantasy feel fantastic. I like Wizards, but I don't like them at the same time. Making rules for players to use magic that ticks all of my boxes is either impossible or so out of my reach as a designer I simply can't. Does that mean that magic should only be in the DM's toolbox as a Deus Ex Machina? Probably not- but can you do something close, while giving the players some fun enjoyment to be had? I don't see why not. I think you can do it, and if you can, then we can try to make it.

Of course, the problem then becomes, how do you gamify this?

Art @Vlad Tesoff (NSFW)
PART 6: THE NEEDS OF A GAME
So here's where all this comes from. I started playing tabletop games about 8 odd years or so ago, though I technically started much earlier then that playing “Adventurers” with whichever of my friends on campouts would tolerate playing pretend. And I guess what I did with the extra tent pole? It was a Wizard staff, you bet your ass it was. I remember learning about tabletop games like D&D and was mystified. In truth, most people learn D&D as their first game, but I kind of had an outsider perspective. I never knew exactly how D&D worked, how rolls and stats worked, what HD and AC and all that was until many years later. Instead, I read the monster manuals on the computer, or read the rulebooks for other games I found online like Ars Magica and Unknown Armies. I scoured the White Wolf wikis for every scrap of lore I could learn about Vampire, Werewolf, Wraith, Changeling, and Mage. And in short? I was really, really interested in the magic systems.

But enough of a history lesson. Why am I telling you this? So I can say my next bit with authority. The Wizard isn't a role. It's a thematic role, not a real one. Games are based on gameplay and game mechanics. Roles are based on those mechanics. The idea behind a game (and the game-world you want to present to be as logically consistent with the game as possible, but that's a topic for another day) is that the characters and archetypes for a group are all doing something central and important for the game. There is no practical difference between a character who has an unlimited use magical ranged blast power and a Fighter with a bow. Hanging up these classes and archetypes on the symbols and aesthetics instead of the practical terms isn't in my opinion great game design.

But then there's the other problem, what is great game design?

In my opinion then, the best games are designed with the core gameplay in mind. I've kind of fallen out of favor of calling myself an “OSR” blogger because my stuff is more DIY. It's idea vomit, not based on old D&D manuals and not necessarily trying to replicate the gameplay and experiences of those people. And I want to mention I understand people who only want that kind of experience. Actual OSR gameplay is very much like historical reenactment in a way, it's like somebody bringing foam swords to a reenactment battle so they can have more fun when hitting each other. It's not the point of the exercise, even if it appears similar at a distance. So then, what is the core gameplay? What archetypes or classes are central to the core gameplay loop?

Well, in my opinion, the core gameplay elements are Fighting, Bypassing Obstacles, and Resource Management. Other elements of the game such as mapping is a mostly meta-game outside of the game (so you don't need a cartographer class), or things like social mechanics (which are mostly roleplayed and can be done by any character, dragging a diplomat along with your party wouldn't be fun in most games about dungeon exploration and high fantasy exploration, but they could be in say, a long distance silk road style game). Exploration and wonderment is also core to the game, but is something everyone is doing when they play, there's no real room for an 'explorer' class unless you're adding these thematic roles I talked about. This would mean if we were going to be “good” designers and cut down the classes or roles of the player characters to just those three tenants. Fighting. Bypass. Resources.

Well, what fantasy archetypes fit those closest? That would be Fighter, the Rogue, and then a Healer or support. This is an opinion of course; some could say the oldschool games with just Fighter, MU, and Cleric fit this description, but I personally prefer the whole “creative solutions” is better then a spell to handle things. It just fits anyway; the Rogue is more common of an archetype then a problem-solving Wizard who isn't a magical demigod. But I've ranted about this enough.

PART 7: THE SAGE SOLUTION
I ended up thinking long and hard about what kind of magic system I wanted in my game, and I decided that for the sake of my game's world, balance, and so forth- I wanted a support. I was done with the spell mastering, generic MU. Now I went through several steps- from imagining the fantasy class incarnations of the MU as more specific, interesting, and evocative. I thought of creating a unique magic words magic system, the second draft of with will probably never see the light of day. I instead thought of changing my class dynamic entirely. I went from mentally removing the concept of the Cleric (for the simple 3 class system of Fighter, Rogue, Magic-User that you see a lot in pop culture and I personally enjoy), to basically getting rid of the MU and putting the Cleric back in. But the problem persisted. I still like the aesthetics of a magic using robe guy. I still like the squishy guy in the backline. I still like the scholar and clever Wizard dude who mixes potions. I just don't like his artificial place of importance, his spells with no seeming guiding principle.

Eventually, I settled on creating a white magic user. Something that had a strict role in the party; as a support. The original idea was simple, a “class” that had the same weaknesses as a Wizard, but with the Cleric spell list. I really liked this idea at first, and after experimenting with the 2d6 rolls to cast spells vs a contested opponent I shamelessly stole from another blog, This was the original draft of the Sage class, which I fortunately already found the perfect name for. This later was changed again when I realized that the magic was unnecessary too. I want to be honest, I'm not a huge fan of the old fashioned “keep everything as grounded/boring as possible to make the more magical parts stand out!” even though that's basically what I ended up doing. But it's because, in my opinion, I hope to have created a new movement or paradigm shift. You can think that is hyperbole for what I have created, and you might be right, but I sincerely think what I ended up settling on is pretty good.

And that is the Sage. The non-magical variety. It has everything you could want in the archetypal MU, but none of the issues that come with it.

The Sage is a guide. The Wise-Man. They value Intelligence (for knowledge and magic) and Wisdom (for healing). Their healing is their primary 'combat' or game mechanic ability, but in universe they're all about knowledge and learning. They'll be the most literate characters in settings where that's an issue. They'll probably know the most languages, they can decipher the ancient runes. They have everything the MU has, in a nice and easily digested package. They fit into basically every setting- it's much more sensible to imagine a temple priest or old wise man from the woods as a Sage then a magical MU with this many spells and components. They also fit into basically every society too, no longer do you have to either handwave the issue of powerful entities with mind controlling, transmuting, teleporting, or other potentially setting-breaking spells. Not saying this is an inherent problem for everyone who runs a D&D game; any DM can create good reasons or sufficiently explain away this issue. They also fit, in my mind, on my imaginary list of armor classes and HD rolls- I never liked Clerics being stronger then Rogues. Now its goes Sage, Rogue, Fighter in combat strength and armor. Sages just do all of this for me in a way that I like. They fit the last checkbox on my list of checkboxes.

The best part about all of this is, as a DM, my control over the game means I can still have what I want. You can still insert all your favorite magic system ideas. The whole idea of forcing spirits to due your bidding? Magic is exclusively down through alchemy? Magical words have power if learned and spoken in the right order? All of it still works in the game with the Sage. You can slap on the Sage with some bonuses to this to make them more 'magic' focused but it probably isn't required. I want the Fighter to learn a magic word to improve his swordplay. I want the Rogue to drink a potion that lets her talk to birds so she can spy on people. This is fantasy. You don't even really sacrifice powerful end game things like high level spells and magic item crafting; the players can still get the magical stuff at the “late game” to make the game world more convenient. Instead of a flying spell, grant them a flying carpet. Like I said earlier, I think finding a way to climb out of a pit is more interesting then the MU burning a single spell to accomplish it, but with high character levels or campaigns that can scale on many different vector, the ability to make certain things trivial (usually with magic user spells in other games) can still be done. The Sage also looks and feels like a Wizard in play, squishy, all about dem' artifacts. Still a keeper of knowledge, but more about the healing art. Maybe for the pseudo-intellectuals in your group, they can pride themselves on playing the “most complex class” which is normally a MU, but in this game it's still the Sage. So this imaginary strawman I just made up can be smug and eltist about being a support class, which is a perfect solution- take that, imaginary strawman. Plus, you can do one better and make everyone capable of doing magic with the systems above. It's all based on your in game knowledge, resources, and character level or stats. How much your willing to sacrifice, or what spirits owe you a favor? This is magic in its best form.

I haven't even sacrificed the aesthetics. Sages still carry books and bags filled with stuff. They're still everything a scholarly, somewhat magical inclined character would want. Plus, you can even keep their combat abilities similar too. I have recently fallen in love with this idea; “arcane” to hit rolls modified by Intelligence and magic “weapons” in the form of wands and staves. Normally in games these are magical artifacts in and of themselves, you find a rod of fireballs. Instead, here, they're relatively common weapons for the bright and gifted. You can tell the Sage he's still a Wizard, just wave a wand and blast some energy at an enemy. It's not nearly as powerful as a Sleep spell, but hey, it's aesthetically close without having this song and dance about resource management vs impact vs cost of replacing the resources in the resource-management minigame AND much less of a hassle to balance encounters around. Plus, you can take it away; it's not that annoying problem of Wizards being at full power regardless of their situation as long as they have spells prepared. If you're separated from your stuff, you're just as toast as everyone else. You still keep resource management not based around combat with other in game items. Good players know how to use things like marbles, chalk, ropes and such to their advantage in a dungeon. These resources still run out. Using a more complex first aid system; those items run out. Create a game where they're scrambling to collect, carry, and use these over spell slots and I think you have a more interesting and engaging game environment. For everyone- the players and DM included.

AFTERWORD
This rant began as a explanation over why I became invested in creating the concept behind the “Sage” class and why I truly enjoy it so much, despite it going through several, sometimes contradictory, iterations and levels. It quickly ballooned out into this massive history lesson.

Secondly, I want to state that this does not mean I am done writing spell lists, classes that use spells, or new magic systems. I enjoy these things very much, this is simply my way of finally expressing a long, complex process of figuring out what I like in fantasy, and how I solved a 'problem'. I truly believe that many people who have problems with roleplaying games, finding them meaningful or lacking in that creative spark, that this very well could be your solution. I sincerely believe in what I write here, and you, dear reader, are to be the judge of it. Thank you for reading.

Friday, July 12, 2019

8 Supernatural things only Fighters can do

Now “balance” isn't a big deal in most oldschool games, or doesn't need to be a big deal in tabletop games in general. But I do talk about the issues of balance between magic users and fighter/nonmagic using classes from time to time. However, I am firmly in the camp of believing that classes like Fighter and Rogue are just as magical as everyone else, just in different ways!

Of course, if you don't like the over the top supernatural kung fu moves or high level magic item crafting, then pick some of these instead. You won't even need to change any rules.

8 Supernatural Things only Fighters can do
[1] Attempted Blindfighting
When in absolute darkness, totally blinded, or otherwise fighting invisible foes, players don't necessarily get a roll to hit. Especially with thrown or ranged weapons, regardless of how high your to-hit modifier is, you can't see them and therefore cannot even attempt to strike them. Another example in pitch black water- how could anyone even attempt an attack like that? Melee attacks might get a pass for this with the usual disadvantage on the roll or a -4 to the roll, but for the most part invisible = unhittable. Obviously if the enemy is leaving footprints in the snow, or you're using a rapid fire crossbow, then the situation changes a bit. Your DM might have the players throw a hail Mary 1 in 20 chance to even fire in the right direction then have to roll attack to actually hit!

Fighters are the exception. Using their senses, they may be able to figure out where the enemy is based on the sounds they make, or by the clues learned from many battles that tells the Fighting Man where his foe is likely to strike next. Fighters can attempt to make these attacks with the normal modifiers, it just isn't impossible anymore. You could also give this ability to Rogues since it represents their finely tuned senses as well, it's just that Wizards and the like would be unable to fight this way.

[2] Surviving Harsh Conditions
While more tied to a Con score, hit points, or saves; it is theoretically possible for humans to only survive so long in harsh conditions. Three days without water, three weeks without food, and so on. Fighters may be able to do this for longer periods of time then actually possible, if because of a simple high level of physical fitness, a sort of control over their metabolism and bodily energy, or simply superhuman levels of willpower and endurance. Similar things can be resisted such as extremely cold weather; the Fighter's body capable of steaming up from their powerful muscles.

[3] Seal Magic Weapons for a Worthy Successor
In most games; long term of permanent magic effects are solely in the realm of sorcerers. These require specific spells with abilities- but fantasy is chalk full of Fighters setting down challenges and tasks for low born knights to rise to greatness.

Excalibur was a sword in the stone. In a similar manner, Fighters could seal magic weapons and equipment in ways that nobody except a worthy successor (another warrior) could retrieve. It could also be set so it can only be returned by a chosen one, or the Fighter placing the weapon away may determine only one of pure heart or a certain background could claim their weapon. This can be done without a spell or roll; just cleave the magic axe into the log and it cannot be pulled out except by those who the Fighter has chosen to take the weapon. Similar thematic places could be used to store other weapons and items; magic armor is stored on mannequins that fist fight anyone who tries to take them off, the magical lightning spear could be thrown into the sky and only rain down on someone who can take a lightning bolt from that endless storm and survive, and so on.

[4] Directed Rage
When characters lose their minds do to a spell or evil monster pheromones that drives them into a battle rage; they may either attack allies or the nearest living creature in their uncontrollable rage. Fighters are an exception to this, as they may have already felt battle rage or have an advantage at controlling this mental state better then most. When enraged, Fighters may be able to better use their newfound strength towards foes instead of friends, and lose less of their evasion and protection from their one sided battle fury.

[5] Reflecting Magic Spells or Dragonfire
This ability may be restricted only to magical shields or weapons only Fighters can use, or could be a supernatural ability Fighters can attempt or learn, or not added in at all depending on the feel for magic in your game. However, the concept of a Fighter holding up their shield or sword and splitting or deflecting dragon breath or magical beams or bolts of energy is a strong aesthetic that could be put into a game. It's also highly likely this is restricted to only the Fighter type characters, allowing them this defense from these otherwise lethal attacks.

[6] Retain Fighting Abilities while Polymorphed
For most characters, getting transformed into another creature or especially a harmless animal is considered a terrible fate. Even if temporary, the transformed character probably can't talk or cast spells, they can't use items, and they probably lose most if not all of their ability to fight or be useful to the party. Plus there may also be checks or saves to retain mental competence while in animal form, and there may also be a rough learning period of how to use this new quadrupedal body to move and fight.

Fighters once transformed, even if their mind or magic has no special defense against this move, could still retain their skill in combat. They can leap, attack, defend, and otherwise gain all their bonuses in fighting even when transformed to the best of that animal's ability- a Fighter turning into a tiger or bear would be a fearsome thing to behold. Fighters may also retain the use of their magic equipment depending on if the equipment melds with their new body until reversed. Regardless of the type of polymorphing; transformed into an animal and all their gear drops around them in a heap OR transform and their immediate gear meld with their body until it is reversed- the Fighter could still also gain benefits from magical equipment- their magic sword is transferred into their claws, for example, perhaps requiring a saving throw to gain the benefit of this effect.

[7] Injure Things that are “Invincible”
This is mostly a game mechanics abstraction, but certain monsters or opponents may be immune to normal weapons and attacks- such as things with an AC of 21 / -1 for descending. Fighters with high level magic items or simply with a large amount of experience or great strength can actually harm beings that are otherwise immune to damage from a lesser combatant. Though this is done through rules, In context of a fantasy world this is an incredibly supernatural feat of destructive force.

When taken to logical extremes; this could influence other parts of the setting or cosmology. Could a truly formidable fighter strike at a statue and injure the memory of the person it immortalizes? Could a Fighter smash an alter of a God and the God feels an injury erupt on their very body from the strike? If immaterial creatures can be harmed by a driven and focused attack, why not a concept?

[8] Final Blow
When the Fighting-Man is taken down with a final hit, they should have the best saves and physical resilience to perform any kind of final act before perspiring. While this may force you to add in a story game rule; the Fighter is capable of doing one more attack, pulling a lever, or dragging themselves half way across a room to whisper a cryptic message before dying. Other classes are much more sensible to die immediately, but perhaps Fighters can make any saves or abilities necessary to perform this final act of heroism, or spite that traps everyone else too.

Thursday, April 4, 2019

50 Methods of Balancing Magic in your Game

Roll d50 on this list any number of times until you feel balance has been achieved.

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.