Previously, on Gaol's and Giants!
Magic. Oh, don't we all love it. Don't we all know it's broken. There's a reason almost all Tier 1 classes and most Tier 2 classes have it.
So. This is for a basic duscussion on magic. What do we want magic to be in G&G, and how do we want to achieve that?
The general points made so far in the thread were:
-More difficult
-Less versatile
-More specialized
The point of more mystery was suggested, but that one is, well, a bit difficult to get across with rules, I think.
Now, a few suggestions were made:
-Points instead of spell slots. I don't like it much, but many seem to do so.
-Longer casting times. Not longer than one round, so wizards still have something to do, but long enough that magic can still be interrupted in combat.
-Forced specialization for wizards. Choose one: power or versatility, you don't get both.
-Moving certain spells out of combat and making them rituals. In my opinion this should include: future-predicting and long-range divination; status-effect removal, including resurrection; long-range and planar travel; extremely large scale destructive magic such as weather control;
-Fixing the worst spells (that comes later).
Please note: this is a discussion for the basic magic system. Not for the classes using it, yet.