Anderas wrote:Can you imagine your counter system, but with only one color for all the spells or would that provide too much freedom?
Count Mohawk wrote:As for allowing a Wizard to use just one type of mana... well, I'm not a fan personally, but I can't think of any unbalancing concerns this would cause.
I've been rethinking my own statement in response to Anderas', and I have changed position somewhat to "keep the spell groups separated" to "on the fence, leaning towards integration". I like separating the spell groups because it forces the Wizard to play with all of his hand rather than sticking to just one favored element or philosophy (especially if it's Water or one of the other healing groups). But on the other hand, I can't deny that keeping three extra groups of mana counters separate, in addition to a pile of BP and MP tokens, is more likely to cause confusion. As for cynthia's suggestion,
cynthialee wrote:Not allowing the same spell to be cast back to back as a limitation is reasonable. Perhaps after casting a spell from one element, the mage needs to cast a spell of another element or take a Body point of damage if he insists, as he has manna fried himself with excessive use of a magic type.
...this is not good because the Elf exists, who only gets one spell group in total. Sure, you could apply it only for Heroes with 2 or more spell groups, but sometimes the correct play in a room full of monsters is to throw two or three fireballs in a row, or buff everyone up with Rock Skin, or whatever. And I don't want to discourage
that.
Furthermore, if the Wizard can regenerate magic power (see below), he'll choose to take back counters for whatever spell group he's been using most frequently. ...Damn it Anderas, I think you've sold me.
slev wrote:Based on that feedback, I'd increase the number of Power required for each Spell by one.
I thought this one through this morning, and the more I considered it the more I like it. I'll probably need to adjust a few of the spells up in power in response, but that's not a big concern.
I also discussed slev's Gem of Focus with my brother, and I determined that I had two main beefs with it. First, the Elf exists, and being a magic user he also would need some mechanic to regenerate mana counters. The Broach of Determination / Gem of Focus either sets the Wizard and the Elf equal (if they can both use it) or strongly nerfs the Elf (if it's a Wizard-only equip). Secondly, it opens the door to infinity, which is always a dangerous ground to tread. I think it's possible to encourage spellcasting without giving the Wizard an infinite amount of magic. How does this sound?
Focus
Focus is a special action a magic-using Hero may take to recharge his pool of magical energy. To Focus, the Hero rolls combat dice equal to his Mind Points and regains Power equal to the number of white shields rolled. A Hero may only Focus once per room or corridor, and only if no monsters are in sight.
You may remember that Searching for Treasure can also only be done once per room. If the players can remember which rooms they've searched, they can also remember which rooms they can Focus in. As for numeric analysis, this action will restore ~1.33 Power to an Elf and ~2 Power to a Wizard on average. Most Quests are about twelve rooms long, so even a base-level Wizard gets to use 9 (starting: base MP + total mastery in chosen spell groups) plus 2x12=24 (focus) = 33 points of power (+5 with slev's Energy Jewel), while the Elf gets 5 (starting) plus 1.33x12=16 (focus) = 21 points.
...Hm, that may be too much magic for an Elf. Looks like I'll be restricting this ability to Wizards only after all.
(or force the Elf to roll for black shields - 5 + (0.67*12) = 13, much more reasonable)Now for some new thoughts! First: Although I (and others) love the artwork I produced for each of the 72 Spell cards, it occurs to me that a max-level Wizard would be fumbling with literally half the deck in front of him. Thus, shortcut cards!

You can keep the Spell cards themselves around to reference the full text, but I think it's much easier to only have to check three or four cards than as many as 36. The above piece of work is 3.75" x 5", which means you can very easily fit four of them on an 8.5" x 11" piece of cardstock, and with bleed besides. (I haven't decided what should go on the back yet.)
Second: AKA, "Where all the heals at??"
Of the eight spell groups above, Water, Earth, Alchemy and Protection include at least one healing spell (well, Control does as well, but it's exclusively for MP). In fact, those four groups all have at least two healing spells. However, only Water has a Novice-grade healing spell (Novice here means the 1-cost spells, now 2); all other spell groups only provide heals starting at Adept (those are the 2-cost spells, now 3). In practice, this means that a 1st-level party of Heroes playing with this system of magic will have less healing magic from the Wizard to go around than usual, and it will be spread across a longer period of time. I would love to playtest this to see if it's a problem but right now space is tight at my house, so I will have to argue with theory only for now.
...I think I said too much...