Post by Archmage Vazra on Jul 30, 2016 15:35:02 GMT -5
I do. Once again, the burden falls on the divine caster, not the recipient of the skill. This is a skill that taxes other players to the benefit of the user, I don't think this will deter many from taking the skill, as they are ultimately not the character who needs to pay the difference. A minute as opposed to thirty seconds casting a protection is hardly going to deter anyone from relying on these spells, but it will ultimately weaken the effectiveness of Divine Magic.
In addition to this, the disadvantage here is not very severe. Consider if a player with this skill is struck with a death bolt, even if the wounds take more time and mana to heal, this drawback is already offset by the lighter, easier to treat wound. Similarly, the fewer wounds received as a result of this skills benefit regarding other spells will likely again offset the increased difficulty of healing them. Not to mention, there are plenty of non-magical healing methods.
I could see this skill working if the user taking it is forced to give up magical auras completely, this allows for an option in which a particular PC in the party could specialize in an "Anti-Mage" role, who is resistant to magic but ultimately more vulnerable to other forms of attacks (particularly arrows). Still, I think the solution to this question lies not in new skills or spells, but changes to the core system of magic. The meditation method effects all players in their interaction with magic, it isn't limited to those who've crossed an exp barrier or are resorting to magic themselves. This solution is optimal as it disincentivizes a mage from overusing magic and addresses the low fantasy theme without actually taking away or nerfing their spells.
I am fond of the concept of introducing items, reagents, or some kind of resource in the implementation of the proposed meditation changes. This adds a potential cost to Arcane Magic which Mages don't currently deal with. A warrior needs to invest silver or other resources into repairing armor to achieve their optimal effectiveness in battle, it seems reasonable a mage would similarly need to invest to continue to regain mana at the optimal rate.
In addition to this, the disadvantage here is not very severe. Consider if a player with this skill is struck with a death bolt, even if the wounds take more time and mana to heal, this drawback is already offset by the lighter, easier to treat wound. Similarly, the fewer wounds received as a result of this skills benefit regarding other spells will likely again offset the increased difficulty of healing them. Not to mention, there are plenty of non-magical healing methods.
I could see this skill working if the user taking it is forced to give up magical auras completely, this allows for an option in which a particular PC in the party could specialize in an "Anti-Mage" role, who is resistant to magic but ultimately more vulnerable to other forms of attacks (particularly arrows). Still, I think the solution to this question lies not in new skills or spells, but changes to the core system of magic. The meditation method effects all players in their interaction with magic, it isn't limited to those who've crossed an exp barrier or are resorting to magic themselves. This solution is optimal as it disincentivizes a mage from overusing magic and addresses the low fantasy theme without actually taking away or nerfing their spells.
I am fond of the concept of introducing items, reagents, or some kind of resource in the implementation of the proposed meditation changes. This adds a potential cost to Arcane Magic which Mages don't currently deal with. A warrior needs to invest silver or other resources into repairing armor to achieve their optimal effectiveness in battle, it seems reasonable a mage would similarly need to invest to continue to regain mana at the optimal rate.