Big Bene wrote:Well, I don't really see why the wizard should not safe his spells/mana/arsenal for the boss if this is the way the player wants to play.
Goblin-King wrote:Because a lot of people think the wiz is the worst character because the only thing that makes him good is a limited resource.
The other characters can use powerful attacks every single turn, getting into the fray and the fun. Wizboy just lingers behind trying not to die.
Cynth's story is pretty typical. Either the wiz is wasting his spells, or he risks having unused spells at the end of the quest.
As I see it, you try to help the wizard with his limited resource by limiting him even further.
The problem is
not to prevent him "wasting" his spells (if he wants to) or to spare them for the boss (if this is what he wants), but to provide him with enough useful spells which are not overly powerful (and not overly expensive), but good enough to make him an active team member.
I think a mana system would go in this direction, as it makes the mage more flexible - he can choose to use the same not-so-powerful-not-so-expensive spell more than once if he finds it useful,
OR keep the mana for a more powerful killer spell.
Thinking more theoretically, to really solve this problem, there would have to be a special rule-relevant task for wich the mage is specialized, as is meele combat for the barbarian and disarming traps for the dwarf.
But this goes back directly to our core problem: We are talking about the
Heroquest wizard and the weaknesses he has in the
Heroquest rules, compared to other Heroquest characters. In the perfect Dungeoncrawler, perhaps there should not even be fixed charcter classes.