Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
This seemed like a good enough topic for its own thread. Should a Dungeon Master limit which spells a mage can and can't take? A spell caster might be able to toss fire balls around, but they only have so many spells a day. If you have a high level mage in your group he should be able to do spectacular things, or he isn't nearly as interesting as the fighter of your group.
In a way I think it facilitates the speed of the game. If the mage can teliport the group from one city to another, no random encounters. PC's who are of a level when their mage can do this are probably a high enough level that these random encounters would be inconciquential. After all, doesn't every one who has ever played final fantasy agrea that its great when you first get the air ship and don't have to fight random encounters any more? At first they are necissary. At low levels the road from town to town is a lot more dangerous, and thus more interesting. If the group gets taken captive by goblins, and then has to fight its way out of the goblin kingdom on their way to fight the dragon (the Hobbit, or there and back again) it makes a lot more sense for this to happen at a low level when the mage can't cast fire ball, than at a high level when the fighter of the group could slay a thousand goblins alone.
Hasn't any one ever wanted to be a Merlin, who could see the future, transform young kings into animals to educate them about nature, live their lives backwords from their death to their birth, be able to talk to animals, know where the lady in the lake is and how to get her to give it to king Arthur. However a mage like this isn't without a past.
The road from level 1 to 14 is a long one, and in all of that time the mage has had pleanty of time to flesh his character out. He can destroy life, but how easily can he create it? Has his magic really made him a better person than a commoner? On the road to powerfull magics could they remain pure and good, or are they tempted to mis-use their magic from time to time? Exactly why did they decide to learn the ways of magic. With all of this to consider, if their spells weren't powerfull enough to make large dramatic changes to the way an adventure is carried out then all of these great in-character role playing questions are null and void.
So, how does every one else feal about dm's limiting the power of the mage (Wizard, Sorceror, Cleric, Druid, Psion, all who apply)?
remembered, everything is already balanced out, and if spells are limited, then mages are alot more likely to be killed, as they solely rely on their magic.
"And whoever wants to be a creator in good and evil, must first be an annihilator and break values. Thus the highest evil belongs to the greatest goodness: but this is--being creative."
~ Friedrich Nietzsche ~
don't have to tell me twice. Another reason why I dislike limiting the pc's power is because it makes d&d a cheap rip off of Final Fantays. You know, who all of your characters will have awsome spells and abilities. You have your Quena able to eat people, and your vivi able to cast silence, but they never work on boss's! If the spells don't work when its important then why write them at all? Well then the mage wouldn't have any spells to cast accept direct damage spells, and those are weeker than the fighters attacks by their very nature because the mage can only cast them a certain number of times a day. The bottom line is that when you limit the pc's power, they might as well all take levels in the class which has bean penalized the least.