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Magic and mages

Vault Dweller

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I agree, the main focus should be on interaction: opening passages and portals, bringing statues to life, manipulating enemy forces (splitting large groups, creating narrow passage to deal with them one at a time, etc). As for the magic Aikido thing, it should be only a way to protect a mage during a combat when attacked directly. The way I see it should work like "interrupt", let's say an archer sent an arrow your way, you have a chance to send the arrow back if your skill is high enough, if somebody is trying to attack up close and personal, you get a chance to do the equivalent of force push, etc. Such a mage shouldn't bother with silly things like spells but have skills that like any skill could be used all the time. SInce there is no direct damage involved, there is no issue of balance. As for bringing a mage down using above mentioned examples, since we are taking being a mage seriously, then it should be a high priority of any attackers, who would focus all their attacks on a mage. A mage can't turn 10 arrows away at once, and can't push everybody away. The exact power would depend on skills of course, but that's the idea. Your turn.
 

Otaku_Hanzo

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Definitely some good examples there. Couldn't have said it better myself. As for mages having priority for take down in a fight, look at my previous mentioning of Conan for an example. He knew how powerful magic-users were and whenever he got into a fight involving one on the bad guys side, that was the first target. Always. Mages are a force to be reckoned with and should be treated thusly. Unless, like was stated earlier, the setting is high magic where everyone uses it. At that point only the rare few who 'know all' will be the forces to be reckoned with.
 

Vault Dweller

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Otaku_Hanzo said:
As for mages having priority for take down in a fight, look at my previous mentioning of Conan for an example.
Yes, I noted that. That's exactly what I was thinking.
 

Realbumpbert

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I just don't think there is a 'best' way to implement magic-users. I do, however, think some of the ideas mentioned have been pretty cool. Perhaps overpowered, though...what if you animate an enemy warrior's suit of armor?

The magic Aikido idea is interesting, but I'm not certain as to what 'using an enemy's strength against them' means.
 

Vault Dweller

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Well, animating stuff was Otaku's idea but I don't think it's overpowered. Logically, and I use this term loosely :) , 2 things can happen in that case: the animated suit would stop an opponent from attacking (an equivalent of Hold spell) or take over completely and attack whoever the mage points to (Dominate spell). Both spells are helpful but not uber.

As for the magic Aikido thing, "using their strength against them" basically means using an attacks, its way and its power against attackers. Like I said I didn't want such a mage to have a direct offensive power, but at the same time not to feel helpless or useless in combat, i.e ranged weapons would be stopped in mid air and sent back, melee attackers would be pushed back depending on their attacks, an attack would miss and either hit another attacker or damage the weapon based on the strength, type of attack, and intended damage, etc. Something like that. Tons of opinions, suggestions, and wacky idea are welcome.
 

Otaku_Hanzo

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Realbumpbert said:
what if you animate an enemy warrior's suit of armor?

Hence, a force to be reckoned with. But, suppose he has to chant the spell for each individual piece of the armor, or use one spell, but have to chant longer due to the individual pieces and such. There are plenty of ways to make it not too overpowering and still have them be nasty foes. That's why you go for the enemy mage first. Don't give him time to cast his spells. Keep him on his toes so all he can really do is the low level stuff that doesn't take much time to chant if anytime at all.
 

Vault Dweller

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imo, long, interruptable chants/spells ask for quick interrupting attacks which makes mages annoying pests you should keep an eye on instead of a "force to be reckoned with". What if a mage has a pool of mental energy that is similar to strength in its effect, i.e. it doesn't go down with use but you can't handle more then you can. So, each animated object has a value (animating a sword is easier then animating a demon statue in a ruined temple), a mage can't control more then a certian value of animated objects at a time, and can't use resources he doesn't have. So if he's busy animating 3 suits of armor, he a) can't animate anything better b)has very limited means of protecting himself. What do you think?
 

Peacedog

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Walks With the Snails posted something ages ago about the combat orientation of mages. About how you never saw Mages working in logistics, teleporting huge loads of ore or cloth for monetary gain, or polymorphing small animals into large animals to provide meat for a whole village. (Apologies if I've misrepresented the ideas.) This got me thinking that Mage classes wouldn't adventure so much, usefull as they are to communities. Do you send out ten ordinary plonkers with rusty swords into your basement to deal with your giant rat problem, or do you send a mage who can turn those rat carcasses into delicious sides of beef?

Avernums, Geneforge.

Vogel doesn't do dialogue heavy games, and the plots are more Ultima than Baldur's Gate 2 (thankfully), but you can't argue against the atmosphere.

Mages do both of those things to some degree or another in both of those games. Sometimes the context is still battle related (see: Avernum 2). The entire Avernumite society runs on magic - he drops little hints about how complex it is here and there. Not too much detail, because that isn't what the game is about (and, he's just one guy to boot).

Mages still were needed to adventure, simply because of how useful they are. The first party the empire sent down into the caves to explore had mages in it because they are so powerful and flexible (didn't help them, hehehe) - so some adventuring makes sense. Also, you have to have mages on the battlefield, since they can kick serious ass; plus if you don't and the other guy does you are up the creek without a paddle. So finding mages in a combat support role makes sense. Most of the mages in Avernum society fulfill non-combat roles though - growing food, teleporter management (Avernum 3), overseeing building and the like. Many mages in the Empire seem to have administrative roles (gotta love buracracy).

As for Geneforge, well everything revolves around the shapers. Servile farmers & workers, shaped buildings & furniture, pretty much everything is connecting to shaping somehow. So they're be lots of pencil pushing shapers (again, mostly its just hinted at in game).
 

Otaku_Hanzo

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Vault Dweller said:
imo, long, interruptable chants/spells ask for quick interrupting attacks which makes mages annoying pests you should keep an eye on instead of a "force to be reckoned with". What if a mage has a pool of mental energy that is similar to strength in its effect, i.e. it doesn't go down with use but you can't handle more then you can. So, each animated object has a value (animating a sword is easier then animating a demon statue in a ruined temple), a mage can't control more then a certian value of animated objects at a time, and can't use resources he doesn't have. So if he's busy animating 3 suits of armor, he a) can't animate anything better b)has very limited means of protecting himself. What do you think?

That idea works as well, but the thing about the chant idea is it also lends some severely needed tactics on the player's party in order to protect the mage while he does his thing. One of the things I always did was choose one or two of my party members and say "okay, there the mage bodyguards". One of the things I would love see implemented into CRPGs is the "protect other" option. Like a guy with a shield is assigned to protect the mage in the group and so he can try to block incoming missles with the shield, etc. I guess it's all about what you want in your game. If you want more tactics, I think my idea would be the best. If you don't want too much tactics, your above idea would work well. :)
 

Anonymous

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Otaku_Hanzo said:
One of the things I would love see implemented into CRPGs is the "protect other" option. Like a guy with a shield is assigned to protect the mage in the group and so he can try to block incoming missles with the shield, etc. I guess it's all about what you want in your game. If you want more tactics, I think my idea would be the best. If you don't want too much tactics, your above idea would work well. :)

Oddly enough, an MMORPG has that.
 

Limorkil

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My issue with mages in most rpg games is that they possess a wide range of skills under the general heading of "spells".

If a rogue wants to hide in the shadows and also pick a lock he has to learn at least two different skills. He has to spend his hard earned experience on continually raising those skills if he wants them to remain viable. Also, with both skills he has a chance of failure.

A mage, on the other hand, just uses her "magic" to achieve both ends. She learns the invisibility spell and the unlock spell and she's done. She never has to keep training with those spells to make them better and, in most rpg systems, she has no chance of failure. In fact, she makes a way better rogue than the rogue. For some reason, anyone who can cast open a lock with her mind can also make herself invisible, even though the two things are totally different. Even rpg systems that have different schools of magic still make it relatively easy to master all, or most schools.

To compensate for the ability to do almost anything will a spell, rpg systems tend to make mages frail, bad in combat, unable to wear armor and with a limit on how much magic they can do in a day. The only advantage of this is that mages become more of a strategic class. But there are several big disadvantages:
1. Mages are very dull at low levels because they have strict limits on what they can do
2. Mages end up saving their spells for critical situations, which usually means combat. Therefore, they have lots of potential uses that get ignored.
3. Mages create serious downtime.
4. The balancing rarely works after the first few levels: mages generally become way too powerful later on.
5. To compensate for mage power, other classes end up being given ridiculous feats/abilities that are basically spell-like, and/or stupid magical items.

So what are the alternatives? Several ideas spring to mind:
1. Spells are like skills, and mages have to keep upgrading them for them to be useful.
2. Mages have to specialize more. So if you are good at turning invisible then that does not mean you can automatically pop a lock.
3. Like skills, spells should have a chance of failure.
4. As a mage gets more experienced he should be able to cast lesser spells with little or no limit, which reduces downtime and makes the mage always able to do something.
5. A more experienced mage should be able to cast spells faster.
6. Spells should not be near-instantaneous. Combat magic is a very specialized area of magic use that involves more than just the ability to wield magic. The mage needs to be able to cast quickly, and to be able to aim his spells accurately. A mage would have to spend quite a lot of time practicing these skills, at the expense of having a wider range of magical abilities and knowledge.
7. Combat between mages should be just as exciting as combat between melee fighters. Mages need to be able to read/anticipate what the other mage is doing and cast appropriate defensive/counter spells.
8. If armor restricts spell casting then it should also restrict melee fighting and missile use. This is almost a separate topic, but all users of armor need to train to be able to use the armor without penalty and, even with training, someone without armor should get big speed/action bonuses over someone wearing heavy armor.

Most rpg systems seem to have a set of rules for non-magic users and then a totally different system for mages and other spell-casters. It's almost like one group was added as an afterthought. IMO a rpg system has to treat all classes/skills equally. Everyone who has played a PnP rpg, or even a mmorpg, has been in the situation where one non-magic character has an ability, such as Follow Tracks, that is made totally useless by a mage with a simple spell, such as Scry Exact Location of Person. We seem to accept this sort of thing without question, even though it is toally unbalanced and wrong.
 

Otaku_Hanzo

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Those alternatives you list are pretty decent. But I can name an RPG that utilizes alot of them: Wizardry 8. But, instead of levelling spells in that game, you just pumped more points into casting them to make them more powerful. The higher in level you got, the more points you had in which to pump the spells up, therefore making them 'level up' per say. They also had a chance to fail. The lower your magic ability, the higher the chance. The higher in level you got, the faster it got to cast spells as well. I really liked alot of the aspects to Wizardry 8's magic system. It had some thought and originality to it.
 
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I dunno, I was just playing my semi-munchkin 10th level cleric/wizard/mystic theurge yesterday and I have to say magic does have its limits. At least in the context of D&D, spells do tend to give you a bit more flexibility, but skills still aren't useless. A mage can theoretically do anything but those practical limits keep setting in. You often need a day to prepare spells for the unexpected, if you even know the spells to start with. And knock is cool and all, but you rarely run into just one lock in a day. If there's one there's 20 or so. Might as well just hire a rogue with the money you'd blow on a wand to take care of that. Invisibility, yeah, it's nice, but it's also dispellable, and many creatures and spells can negate it. A rogue with god-awful hide and move silently bonuses will almost always be better at stealth for most forseeable situations. Magic is also far from a sure thing. There are lots of anti-magic wards out there than can make the knock-happy a bit more cautious. Anti-magic zones are rare but can really suck. Memorizing the wrong spells can be quite unfortunate if you don't have a day to kill to sit around and rememorize. There are also situations where spells are quite inappropriate. Using diplomacy and bluff to get a better deal on that sword is kosher, using charm person is a good way to spend a few days in jail. I think most characters with a semi-creative player can do fine in a traditional setting.
 

Realbumpbert

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I'm still attracted to the idea of a world without 'mages', per se. Anyone can do magic, but it's difficult and chancy. Some are better than others, making a habit of seeking out ley lines/astrological conjuctions/speaking with spirits, but you can't base a class exclusively off the idea, because magic is not infallible.
 

Wysardry

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Steve gets a Kidney but I don't even get a tag.
Going back to the magic versus technology issue, there are several reasons why the former couldn't/wouldn't take the place of the latter.

Technology can be more easily used by the general population. You don't need to know how a calculator works internally to use one for example. Magic is not only learned, the wielder has to have an inherent affinity for it, and it's generally depicted as taking many more years to master.

Power sources for mechanical or electronic devices are much more easily obtained. It requires a specialist to recharge wands etc., you can't just drop in a new battery.

The amount of power required to achieve a given task increases depending on distance and magnitude. To teleport a chicken from a serving dish to a plate on the same table would obviously require less energy than teleporting a person several miles across the countryside.

Whether the magical energy comes from within or is drawn in from the surrounding area and stored, there would still be a limit on how much the mage could store and how quickly (s)he could recharge.

I suppose it would be possible to use half a dozen apprentice mages instead of a single experienced wizard, but the cost would likely still be the same.

Most fantasy books/games describe a society similar to medieval times, when the general population was suspicious and extremely poor as they consisted mainly of peasants who could barely afford to live. They would be highly unlikely to trust magic, or afford it if they did.

This lack of demand would make prices higher, of course, in much the same way that new technology is expensive until it is mass produced. Mass production wasn't thought of, and magic doesn't lend itself to that method anyway.
 

Limorkil

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Walks with the Snails said:
I dunno, I was just playing my semi-munchkin 10th level cleric/wizard/mystic theurge yesterday and I have to say magic does have its limits. At least in the context of D&D, spells do tend to give you a bit more flexibility, but skills still aren't useless. A mage can theoretically do anything but those practical limits keep setting in. You often need a day to prepare spells for the unexpected, if you even know the spells to start with. And knock is cool and all, but you rarely run into just one lock in a day. If there's one there's 20 or so. Might as well just hire a rogue with the money you'd blow on a wand to take care of that. Invisibility, yeah, it's nice, but it's also dispellable, and many creatures and spells can negate it. A rogue with god-awful hide and move silently bonuses will almost always be better at stealth for most forseeable situations. Magic is also far from a sure thing. There are lots of anti-magic wards out there than can make the knock-happy a bit more cautious. Anti-magic zones are rare but can really suck. Memorizing the wrong spells can be quite unfortunate if you don't have a day to kill to sit around and rememorize. There are also situations where spells are quite inappropriate. Using diplomacy and bluff to get a better deal on that sword is kosher, using charm person is a good way to spend a few days in jail. I think most characters with a semi-creative player can do fine in a traditional setting.

You have good points there, but your argument really boils down to two 'truths':
- The rogue is better at rogue-type stuff than the wizard because the wizard often chooses not to us his rogue-type spells
- The rogue is better than the wizard because the wizards spells have limitations on when they can be used and how often.

Those things are true, it's just that they do not really justify the fact that:
1. A wizard can be a rogue if he feels so inclined (say, for example, the party has two wizards but no rogue)
2. A wizard is actually better than a rogue under the right circumstances (e.g. against NPCs/creatures that cannot see invisible people.)
3. It costs the wizard almost nothing to learn a rogue-type spell and most such spells can be cast with 100% success. However, a rogue must spend skill points every level to achieve the same thing, but without a guaranteed 100% success and at the cost of being better at other skills.

Admittedly a rogue is usually more able to raise more skills than a wizard, and a rogue who can use magical items and scrolls can mimic a wizard to some extent, but none of that really explains why a wizard can be a decent theif AND a decent damage dealer AND reasonably well defended from any type of attack. I am not saying that wizards are too overpowered, just that they seem to have too much utility. This seems to be the case in most crpgs/rpgs, not just D&D3E.
 

Realbumpbert

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Wysardry said:
Going back to the magic versus technology issue, there are several reasons why the former couldn't/wouldn't take the place of the latter.

Technology can be more easily used by the general population. You don't need to know how a calculator works internally to use one for example. Magic is not only learned, the wielder has to have an inherent affinity for it, and it's generally depicted as taking many more years to master.
Only in some settings. Again, the basic idea of magic is no different than that of technology: skills, goods and services available by certain means.
Power sources for mechanical or electronic devices are much more easily obtained. It requires a specialist to recharge wands etc., you can't just drop in a new battery.
Only in some settings. And so on and so forth...
Most fantasy books/games describe a society similar to medieval times, when the general population was suspicious and extremely poor as they consisted mainly of peasants who could barely afford to live. They would be highly unlikely to trust magic, or afford it if they did.
Suspicious, poor people use technology all the time these days. Plus, people were suspicious and poor in the past, during the birth of technology.
This lack of demand would make prices higher, of course, in much the same way that new technology is expensive until it is mass produced. Mass production wasn't thought of, and magic doesn't lend itself to that method anyway.
Lack of demand will drop prices. And why shouldn't magic be mass-producible?
 
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Wysardry said:
Technology can be more easily used by the general population. You don't need to know how a calculator works internally to use one for example. Magic is not only learned, the wielder has to have an inherent affinity for it, and it's generally depicted as taking many more years to master.

So you'd trust a 16-year old to operate that cool MRI machine and interpret the results and say you have cancer? Or an unemployed burger flipper to design your car? Simple technology isn't hard to master, sure. Simple magic isn't necessarily that difficult, either. People also spend years mastering complex technological tasks.

Power sources for mechanical or electronic devices are much more easily obtained. It requires a specialist to recharge wands etc., you can't just drop in a new battery.

It depends. Magic has the advantage of being everywhere and freely available. You still have to have the right facilities and raw materials to make batteries, it's doubtful you're going to whip them up in your garage unless you're just a total badass with lots of nice tools and supplies and time to kill.

The amount of power required to achieve a given task increases depending on distance and magnitude. To teleport a chicken from a serving dish to a plate on the same table would obviously require less energy than teleporting a person several miles across the countryside.

Whether the magical energy comes from within or is drawn in from the surrounding area and stored, there would still be a limit on how much the mage could store and how quickly (s)he could recharge.

I'm really not sure how limiting this is. You'd probably really have to strain to suck a place dry of magic. If anything this is a strength of magic. It's renewable. Think of the limits on our current mass produced technology thanks to limits on the availability of neat stuff like platinum. Natural resources are actually harder to come by, I'd suspect.

Most fantasy books/games describe a society similar to medieval times, when the general population was suspicious and extremely poor as they consisted mainly of peasants who could barely afford to live. They would be highly unlikely to trust magic, or afford it if they did.

That's one thing that always bugged me. It just doesn't make sense. Sure, people here were supsicious of magic, just like they were once suspicious of technology. Guess what. At least here, magic doesn't work and technology does work. At least most non-Wiccans would probably tell you that. Therefore it didn't really take that long before people embraced technology when it's usefulness could be physically proven to all beyond any doubt. If that crazy old witch's love potions or healing spells actually visibly worked, it doesn't seem so far-fetched it wouldn't take that long for people to catch on to that.

This lack of demand would make prices higher, of course, in much the same way that new technology is expensive until it is mass produced. Mass production wasn't thought of, and magic doesn't lend itself to that method anyway.

Think you meant supply rather than demand. To some sense it is true that magic will always be labor-intensive. It's not quite the same as high start-up cost for new technology, though. The problem there is more in physically building the factory and streamlining the process. Magic just needs a guy with a pointy hat and some skill.

Permanent spells and golems and such also keep on working after the initial spellcraft is done. They naturally draw on magic and run themselves with no need for somebody to refuel and repair them. So you could easily argue that magic goods might have a higher initial cost but lower (or non-existent) upkeep. If you can create self-replicating magical constructs, you can even one-up historical and present day technology and go out into the nanotech utopia realm. Then it takes no human effort or even much in the way of natural resources at all to create useful goods, which trumps mass-production in economic terms.
 
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Limorkil said:
You have good points there, but your argument really boils down to two 'truths':
- The rogue is better at rogue-type stuff than the wizard because the wizard often chooses not to us his rogue-type spells
- The rogue is better than the wizard because the wizards spells have limitations on when they can be used and how often.

Those things are true, it's just that they do not really justify the fact that:
1. A wizard can be a rogue if he feels so inclined (say, for example, the party has two wizards but no rogue)

Anyone with the right gear can "be a wizard", too. There's x per day spellcasting items, scrolls, wands, magic weapons and armor, etc. That has practical limits as well.

2. A wizard is actually better than a rogue under the right circumstances (e.g. against NPCs/creatures that cannot see invisible people.)

But a rogue is consistently better than a wizard in many circumstances, right? A wizard can do an okay job faking a rogue, but he's not going to be as useful overall.

3. It costs the wizard almost nothing to learn a rogue-type spell and most such spells can be cast with 100% success. However, a rogue must spend skill points every level to achieve the same thing, but without a guaranteed 100% success and at the cost of being better at other skills.

This part does depend heavily on the system. Magic isn't always guaranteed. And even, say, in D&D it's hardly guaranteed. Yeah, you'll get the invisibility spell off more than likely, but what happens when you run into someone with see invisibility, or dispel magic, or blindsight, etc. It's not a guaranteed success any more.

Admittedly a rogue is usually more able to raise more skills than a wizard, and a rogue who can use magical items and scrolls can mimic a wizard to some extent, but none of that really explains why a wizard can be a decent theif AND a decent damage dealer AND reasonably well defended from any type of attack. I am not saying that wizards are too overpowered, just that they seem to have too much utility. This seems to be the case in most crpgs/rpgs, not just D&D3E.

Game balance involves trade-offs for their utility. If they're not overpowered, it's okay. Playing a D&D wizard in a party with no rogue really isn't fun at all. I've done it. A wizard probably is the best at making a decent stab at whatever role is needed, but that's really not a big problem IMO. I've also played systems where you do have to buy ranks in spells just like skills. That works okay, too. In the end it's really game balance that matters.
 

Wysardry

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Steve gets a Kidney but I don't even get a tag.
Realbumpbert said:
Only in some settings. Again, the basic idea of magic is no different than that of technology: skills, goods and services available by certain means.
Medieval society had no concept of technology.

Only in some settings. And so on and so forth...
Granted, some bizarre settings do have both magic and technology, or replace the former with the latter, but they aren't usually very consistent or convincing.

Suspicious, poor people use technology all the time these days. Plus, people were suspicious and poor in the past, during the birth of technology.
Okay, how many people in third world countries own something as inexpensive (for us) as a calculator?

Lack of demand will drop prices. And why shouldn't magic be mass-producible?
Okay, let's explore medieval society a little more closely shall we?

First of all, the majority of the population were poor. Not poor in the sense of "Can I afford a new computer game and go to the cinema this week, or will one have to wait until next week?" but poor in the sense of "Can I afford to eat anything today?"

Food production was the most important aspect of most people's lives, and the farming methods were nowhere near as advanced as today, which made the yield much lower. Farmers generally only produced a little over what they needed to feed their own families and workers.

You might want to read this article on food production in fantasy settings.

Education was virtually non-existent, and only a tiny few knew how to read or write, with even fewer knowing how to do both.

Consequently, if there were wizards in a similar society, very few would be able to afford to pay for the many years of training. Also, it would be extremely hazardous, so even fewer would survive to become high level mages.

To start mass production of anything, you need a mass of workers to set up the automation process. As almost everyone was busy in the fields trying to grow enough to eat, gathering those workers would be difficult.

Walks with the Snails said:
It depends. Magic has the advantage of being everywhere and freely available. You still have to have the right facilities and raw materials to make batteries, it's doubtful you're going to whip them up in your garage unless you're just a total badass with lots of nice tools and supplies and time to kill.
Go outdoors during the day, and light is everywhere and freely available - unless you're blind.

Most fantasy books/games that bother to explain magic, tend to describe magic casting as being a special ability. The general population could not learn magic even if they could afford the training.

As for batteries, sure I can make one. Just give me a lemon and a strip of zinc - that would produce more than enough power for a calculator.

I'm really not sure how limiting this is. You'd probably really have to strain to suck a place dry of magic. If anything this is a strength of magic. It's renewable. Think of the limits on our current mass produced technology thanks to limits on the availability of neat stuff like platinum. Natural resources are actually harder to come by, I'd suspect.
You'd probably really have to strain to draw any power anyway. In most RPGs, a magic user has to rest for quite a few hours to regain all their spell/magic points, and that's obviously as much a simplification as regaining hit/health points is.

As for natural resources being harder to come by, I'm not sure what you're implying by this. Are you saying that magic isn't a natural resource? Either way, it wouldn't be easy to obtain, and neither would ingredients such as dragon's blood.

That's one thing that always bugged me. It just doesn't make sense. Sure, people here were supsicious of magic, just like they were once suspicious of technology. Guess what. At least here, magic doesn't work and technology does work. At least most non-Wiccans would probably tell you that. Therefore it didn't really take that long before people embraced technology when it's usefulness could be physically proven to all beyond any doubt. If that crazy old witch's love potions or healing spells actually visibly worked, it doesn't seem so far-fetched it wouldn't take that long for people to catch on to that.
That is because we take such things for granted these days. We also understand that technology/magic/power is not inherently good or evil, whereas in the past they didn't.

The church was also much more powerful, and often made life difficult for those they considered to be competitors (which mages would have been) and those that associated with them.

Think you meant supply rather than demand. To some sense it is true that magic will always be labor-intensive. It's not quite the same as high start-up cost for new technology, though. The problem there is more in physically building the factory and streamlining the process. Magic just needs a guy with a pointy hat and some skill.
I meant demand too. You need a large customer base to be able to produce things cheaply, which is why games software can be bought for about 1% of the price of certain specialist business software.

If it takes 2 hours to make and bake a loaf of bread, yet only 3 hours to make and bake 12, you might be able to make each loaf cheaper - but only if you actually sold most of them.

After spending all that time, effort and money learning magic, mages would obviously wish to recoup some of it by charging high prices. The lack of magic users would increase their value, so yes, they would be in short supply.

However, the demand would also be low, as the majority of the population, being simple folk, would not be able to afford their services, or have any particular reason to use them.

As for merely needing a guy in a pointy hat with some skill, I think that's a little over-simplistic.

What you're really saying is that you'd need an educated and literate man that had spent many years of expensive training and was still basically the same shape as when he started (as opposed to being a frog, inside out or a pile of ashes).

Permanent spells and golems and such also keep on working after the initial spellcraft is done. They naturally draw on magic and run themselves with no need for somebody to refuel and repair them. So you could easily argue that magic goods might have a higher initial cost but lower (or non-existent) upkeep. If you can create self-replicating magical constructs, you can even one-up historical and present day technology and go out into the nanotech utopia realm. Then it takes no human effort or even much in the way of natural resources at all to create useful goods, which trumps mass-production in economic terms.
Advanced spells would be beyond all but the most skilled mages, and considering how secretive most guilds were, that would mean maybe one or two per kingdom were able to do so. The costs would be extremely high, and when all is said and done, a golem wouldn't do much more work than the average draft horse.

I doubt any mage could make more than one a day, even if others provided the prebuilt metal shape, and if mages were even as common as 1 in every 1000 people, it would still take several years for them to become in as widespread use as a modern day cooking stove or washing machine.
 

Jed

Cipher
Joined
Nov 3, 2002
Messages
3,287
Location
Tech Bro Hell
I'd like to see a game where the mage is more of a sage. Imagine if you will, instead of vanilla magic of typical fantasy fare, the sage is like the wise old member of your party that plays like a mixture of alchemist, engineer, bard, healer, & tactician. That's right, he can mix potions; he can create, repair, improve, & invent weapons, armours, & other sundry devices; he can identify items, recite specific & relevant lore, he can act as a diplomat; he is knowledgeable in healing, religion, & ritual--think the Taoist priest in Mr. Vampire more than the club wielding hp-restorer of most games; with him in your party different coordinated tactics become available to your party, kind of like how flanking works in ToEE, but more complex, and only available by having the sage as part of your party, and more complex tactics become available as he levels up. Perhaps he could spot for ranged fighters allowing a higher accuracy or range (or both) somewhat like science vehicles in StarCraft. Maybe also with a sage in your party your maps become more and more detailed as he or she levels, showing terrain, flora, fauna, & mineral deposits. In short, a character that gives the benefits magic & magic items typically give in RPGs, but maybe only indirectly...

More thoughts from me today...
 

Realbumpbert

Liturgist
Joined
Jun 12, 2003
Messages
197
Medieval society had no concept of technology.
Debatable, but what relevance would this have if it were true?
Granted, some bizarre settings do have both magic and technology, or replace the former with the latter, but they aren't usually very consistent or convincing.
Not was I was talking about at all. Magic is a highly variabe component of fantasy wordls, that is my point.
Okay, how many people in third world countries own something as inexpensive (for us) as a calculator?
Lots, I expect.
Lack of demand will drop prices. And why shouldn't magic be mass-producible?
Okay, let's explore medieval society a little more closely shall we?

First of all, the majority of the population were poor. Not poor in the sense of "Can I afford a new computer game and go to the cinema this week, or will one have to wait until next week?" but poor in the sense of "Can I afford to eat anything today?"

Food production was the most important aspect of most people's lives, and the farming methods were nowhere near as advanced as today, which made the yield much lower. Farmers generally only produced a little over what they needed to feed their own families and workers.[/quote]
Sufficiently advanced magic could help with this a great deal.
Education was virtually non-existent, and only a tiny few knew how to read or write, with even fewer knowing how to do both.

Consequently, if there were wizards in a similar society, very few would be able to afford to pay for the many years of training. Also, it would be extremely hazardous, so even fewer would survive to become high level mages.
So? My point in this is that technology is the same concept as magic. Both would affect society in the same way. Your argumetn works only insofar as it pertains to the lack of acceptance of technology in that day and age. But technology eventually gained a greater role.
To start mass production of anything, you need a mass of workers to set up the automation process. As almost everyone was busy in the fields trying to grow enough to eat, gathering those workers would be difficult.
Not if magic had its say. But again, how is this relevant?
Most fantasy books/games that bother to explain magic, tend to describe magic casting as being a special ability. The general population could not learn magic even if they could afford the training.
Granted, 20th century pulp fantasy sees it as such.
That is because we take such things for granted these days. We also understand that technology/magic/power is not inherently good or evil, whereas in the past they didn't.
But technology became accepted, just as magic would eventually.
After spending all that time, effort and money learning magic, mages would obviously wish to recoup some of it by charging high prices. The lack of magic users would increase their value, so yes, they would be in short supply.
Just like technicians?

But enough with the point-by-point. What are you trying to argue? Magic and technology are the same concept, period. How can you debate this?
 

Realbumpbert

Liturgist
Joined
Jun 12, 2003
Messages
197
Medieval society had no concept of technology.
Debatable, but what relevance would this have if it were true?
Granted, some bizarre settings do have both magic and technology, or replace the former with the latter, but they aren't usually very consistent or convincing.
Not was I was talking about at all. Magic is a highly variabe component of fantasy wordls, that is my point.
Okay, how many people in third world countries own something as inexpensive (for us) as a calculator?
Lots, I expect.
Okay, let's explore medieval society a little more closely shall we?

First of all, the majority of the population were poor. Not poor in the sense of "Can I afford a new computer game and go to the cinema this week, or will one have to wait until next week?" but poor in the sense of "Can I afford to eat anything today?"

Food production was the most important aspect of most people's lives, and the farming methods were nowhere near as advanced as today, which made the yield much lower. Farmers generally only produced a little over what they needed to feed their own families and workers.
Sufficiently advanced magic could help with this a great deal.
Education was virtually non-existent, and only a tiny few knew how to read or write, with even fewer knowing how to do both.

Consequently, if there were wizards in a similar society, very few would be able to afford to pay for the many years of training. Also, it would be extremely hazardous, so even fewer would survive to become high level mages.
So? My point in this is that technology is the same concept as magic. Both would affect society in the same way. Your argumetn works only insofar as it pertains to the lack of acceptance of technology in that day and age. But technology eventually gained a greater role.
To start mass production of anything, you need a mass of workers to set up the automation process. As almost everyone was busy in the fields trying to grow enough to eat, gathering those workers would be difficult.
Not if magic had its say. But again, how is this relevant?
Most fantasy books/games that bother to explain magic, tend to describe magic casting as being a special ability. The general population could not learn magic even if they could afford the training.
Granted, 20th century pulp fantasy sees it as such.
That is because we take such things for granted these days. We also understand that technology/magic/power is not inherently good or evil, whereas in the past they didn't.
But technology became accepted, just as magic would eventually.
After spending all that time, effort and money learning magic, mages would obviously wish to recoup some of it by charging high prices. The lack of magic users would increase their value, so yes, they would be in short supply.
Just like technicians?

But enough with the point-by-point. What are you trying to argue? Magic and technology are the same concept, period. How can you debate this?
 

Wysardry

Augur
Patron
Joined
Feb 26, 2004
Messages
283
Steve gets a Kidney but I don't even get a tag.
Okay, if you want to oversimplify things and think of technology and magic as being equal, consider this: the Industrial Revolution didn't start until the 18th Century. It would therefore follow that a Magical Revolution would take place at a similar time, rather than 300 to 800 years sooner.

Also, if a Magical Revolution did take place, there would no longer be a medieval society, so most of the features that people enjoy in fantasy games would be missing. Castles became increasingly pointless as gunpowder became more widespread for example, and they would be a complete waste of resources if the enemy could just teleport past the walls.

If you're thinking of the famous quote by Arthur C Clarke (any sufficiently advanced technology is indistinguishable from magic), the two most important words are "sufficiently advanced". We are not yet sufficiently advanced in this century to replicate the effects of most spells available in fantasy games, so any juxtaposition of magic and technology would require a much more advanced society.

Btw, did anyone actually read that article I gave a link for? The author obviously put a lot of effort into researching how magic might have changed/improved medieval society.
 

EEVIAC

Erudite
Joined
Mar 30, 2003
Messages
1,186
Location
Bumfuck, Nowhere
Jed said:
... a bloody good idea...

I had an idea for balancing a particular subset of my "empath" character, in that her abilities grew in competence as a direct correlation to a dedication to non-violence, which basically meant that she could never directly involve herself in a conflict. (She can't wear armour or carry a weapon either. Not even loot.) I thought it sounded a bit too much like a hippy so I had some ideas for influencing others to do your evil for you, such as telling the barkeep that the rogue in corner has been buggering his daughter and watching the fur fly.

Anyway, maybe the sage can be balanced the same way.
 

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