Power Levels
If you’re used to games that assign levels to magic, you may be suspicious of a system that doesn’t codify magic in such ways. Does it make magic disturbingly powerful? Undoubtedly. Does it unbalance the game? Sure.
I mean, I could make the observation that narrative-driven RPGs aren’t really about game balance in the same way tactical RPGs are. But ultimately, if you’re having trouble because your wizard players are hogging the spotlight, here are a few considerations:
- Spells that aren’t quickened can only last for about an hour. That means a wizard has to cast such spells at the beginning of each encounter. If they’re ambushed or caught off-guard, that means they don’t have those spells.
You know. Unless they take the time every single hour of the day to cast the spells anew. Some players might try to do that, granted. See below for options on that.
- It’s hard for wizards to do their thing while they’re fighting for their lives. A wizard in this system can stand toe-to-toe with a fighter using spells to defend hirself, true. But if the wizard doesn’t avoid harm, ze’s going to get messed up by the warrior’s attacks while ze’s doing it.
- It takes time for a wizard to cast a spell that affects more than one opponent. A wizard can take out an entire room of bad guys with a single spell, sure, but ze has to graft Power onto it multiple times to increase its output and Area to affect multiple targets. That’s, optimistically speaking, 3-4 actions, depend- ing on the caster’s bonuses. Ze has to chant and wave hir hands in the air while ze’s doing it. And even once it goes off, the targets might be able to dive for cover or hide behind an ally to avoid the worst of the attack.
In the meantime, the warrior charges in and takes out all three bad guys, snik-snak-snee. The wizard is finally ready to cast, and the warrior looks up and says, “Magic takes too long!”
- Technically speaking, spellcasting actions take longer than melee actions. This is why I recommend doing initiative the way I do. (See ‘Action Sequence’ in the Gameplay chapter if you don’t remember.) Swords flash. Blood sprays. Bad guys go down. Then the wizard finishes the spell ritual.
- Using magic is noticeable. In this system, anyone can notice spellcasting--not just wizards. If a party wants to keep quiet, casting a bunch of spells is probably not the way to go.
- Sustaining spells requires focus. If a spellcaster takes damage, the GM is within hir rights to ask for a magic check to maintain any spells(s) ze has active.
- If you’re really having trouble with your PC wizards steamrolling every bad guy you throw at them, give major NPCs Luck Points and use them. See Luck Points, above.