One of the most difficult “systems” to get to work in a FRPG
is the balance between magic and melee.
If a mage can attack multiple people while doing more damage than a
warrior can and to each of them, then it seems obvious that magic is over
powered. But magic can be restrained by
allowing the warrior to attack every combat round, but the mage only has a
certain number of “shots” in him. So
when does it balance?
Well, let’s look at a couple of examples. In Legend Quest, the least powerful fireball can be cast by a mage who is not
an absolute beginner, but isn’t some super experienced guy either. That least fireball will do 2-15 points of
damage to people who most commonly have 24-36 Life’s Blood. While this doesn’t seem like a lot, LQ does have bleeding damage too, so
once you’re below half, you’re in ever increasing some serious trouble.
Far more importantly, a spear in the hands of someone with a
Strength Attribute of 4-6 (humans are 1-10, with 4 or 5 being average) will
also do 2-15 points of damage. So the
mage does the same damage, but can hit multiple people with one spell. So right now, the mage is definitely more
powerful because it is the same damage to multiple people.
But the warrior can attack every turn until he exhausts
himself. Now in LQ the warrior (assuming a Strength of 6 and an Endurance of 6 -
most warriors would have these or slightly better) would begin to exhaust
himself after eight attacks. The ninth
attack would cause 3 points of Fatigue damage, and so would every other attack
after it. But he would probably have a
Willpower of 4 or 5 (again, average), so assuming the lower 4 - he has 24
Fatigue points. That means 8 turns
before getting tired and then 8 more turns (3x8 = 24) of exhausting
himself. 16 attacks seems to be quite a
few.
The mage is going to take 2-15 points of Fatigue in casting
the fireball. Now he’s probably got a
Willpower of 6 for 36 Fatigue points.
But with an average 8.5 Fatigue points, he’s only got four spells in him
before he will pass out from exhaustion.
Four spells vs. 15 attacks (the 16th one would have driven
the warrior unconscious, so we’ll call it 15 attack attempts). The four hit multiple people. The fireball is 20’ in diameter. So is the mage hitting four people? Depends on the circumstances, but that seems
pretty reasonable. So all in all, it
sort of seems even. Granted, the mage
can get all of his guys beat up in four turns, and the warrior gives them a lot
more opportunities to attack back, but in the end, it does still sort of feel
pretty fair.
Now, not every game allows you to make easy
comparisons. A lot of games, especially
those using character classes, have lots of stuff mixed into experience and
advancement. Having more points of
damage you can take matters too, so if that is part of your advancement, then
you have to understand the differences between glass cannons and tanks. But!
We can make some comparisons by pitting them against each other.
As the level of experience increases, so do the factors of
divergence. In other words, comparing
higher “level” characters gets really complicated because of the variations in
characters as well as the way different groups might apply optional or variant
rules. Now I pretty much just play LQ now, so I sat down with players of
the fifth edition of that other game to talk through how the characters shape
up.
I remain skeptical because I saw the way that the more
military classes progressed in this sort of straight line fashion and the mage classes
progressed in what has normally been considered a geometric progression, so
that by the time you got to the higher levels, the mages did everything and the
warriors just tried to keep them from getting killed.
But we did some compares with ninth level characters, and it
didn’t turn out that bad. We found
pretty much the same type of thing we just described - The mages did about the
same damage as the fighter types, but did it faster, but were done with their
spell casting while the fighters were still going. Overall - not too far off each other. I have to admit - I was pleasantly surprised
that it was even close.
Now, let’s not be silly.
If a mage can “charm” an enemy and turn him against his friends (charm,
dominate, possess, etc.) then that mage has shown a level of power that just
might be over powered, but a lot of that comes down to role-playing situations
or defenses, and not pure numbers.
So with both games seeming to be fairly balanced between
magic and melee, there remains a point that really matters: magic items.
The items given to the various styles of play can have an enormous
impact on the game, no matter how balanced they might be when the rules were written. Giving a PC a wand that removes his
restriction of only so many spells per day changes the game. Giving a warrior a sword that increases his
damage to mage levels without restricting his number of attacks changes the
game.
So what’s the right way to go? Well, the problem is that game balance rests
in the hands of the GM. Tip the scales
too far one way and you can ruin your game.
Tip them the other, and ruin the game.
We’ll give you advice, but it is really going to come down to
experience. You will (or already have)
get to the place where you can sense the disturbance in the force. You know what is going to happen if you give
that character that item. So don’t. Or at least, after you do, learn from this
mistake and don’t do it in the next campaign.
No comments:
Post a Comment