marurder said:
We have been fed a system where we use 'mana', the first game i can recall this is Diablo/Warcraft 2. Perhaps it was here before then, but I wasn't playing that kind of thing. DND games tend to balance the power much better (through slots) meaning casting is a bigger tactical choice then 'CAST BOOM x 10 > drink potion, repeat'
Actually, D&D's Vancian casting is a terrible way to balance things. Spellcasters get to throw nukes several times a day, while the "mundanes" get to throw sticks and stones all day long. Guess which one wins fights. Also, most of the times, when the spellcasters run out of spells, the group just rests until they recover them and then moves on. So the advantage of the mundanes of being able to throw sticks and stones (as opposed to pebbles and toothpicks from a depleted spellcaster) is none, as it doesn't come into play. Not to mention that spellcasters can usually still manage to find a way to throw bombs even after the slots run out - wands, scrolls, magic artefacts and the like.
While you could claim that spellcasters still need to choose their spells, that's also not an issue - there is reconessance to be done - going to the red hot glowing mountain McVolcano to fight some fire giants? Well, pick up fire protection and spells that deal with fire. Heading to the icy canyon of McIcyness - do the same with cold. If there is no information available, then they can still scry and stuff - there is an entire school of magic about making the DM just flat out tell you stuff. Well, the DM can lie but in that case, he may as well give up and remove magic altogether. Finally, there are just some spells that are universally useful. OK, unless the DM flat out starts dropping anti magic fields like spilled water, and dispels like mosquitoes, in which case the DM has just given up.
I believe it was Unearthed Arcana in 3e that introduced some variations of spellcasting that actually seemed interesting. Also, the Psionics in 3e offered an alternative casting system that was interesting and workable, too. But most of all, it's the Tome of Battle that actually made the mundanes more interesting and balanced to play by offering them stuff to
do other than sticks and stones.
But D&D is just flawed - GURPS has even better systems for handling magic and powers. Namely, several of them, and you're also not inherently limited - it's quite possible that anybody would be able to sling spells - some better and more than others but still. Or characters can also just have other kinds of powers to compensate easily.
In fact, that's probably a better way to do it as a whole - just give everybody powers, similar to what D&D 4e did. After all, it does make sense - magic is supposed to be powerful and mysterious and shit but legends also have people conning
gods or being mighty enough to shatter rocks with bare hands, cheating death - the literal personification of it, and so on. Being able to do extraordinary stuff without magic isn't that new a concept and the player character(s) are supposed to be the chosen ones and the heroes most of the time, so it does fit perfectly.