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<div class="moz-cite-prefix">I do consider magic users overpowered
in P&P.<br>
<br>
The balancing factor that I implement in my game is to make it
more dangerous to cast spells. It does require more paperwork for
the GM.<br>
I thought that I had put it on the website, but I just found out I
hadn't. <br>
<br>
Unless the character has mana sensing they aren't told what their
current casting ability and energy levels are. These are kept
track of by the GM.<br>
Each spell is rolled in secret by the GM, with an extra die roll
if the spell is not a success.<br>
If the roll is success, congratulations the spell is a success.
Standard costs and effects apply.<br>
If the roll is an abysmal failure then the usual penalties apply.<br>
If the spell is a failure then reroll:<br>
reroll a success = the spell is a normal failure. As per
the book.<br>
reroll a failure = normal failure + lose a point of energy
from EnL and lose an additional 1d6 or BMC+EL (whichever is lower)
mana points as if cast.<br>
reroll an abysmal failure = lose 1d10 from EnL and lose
1d6 + BMC+EL mana points as if cast.<br>
Note that if mana points are too low one completes the spell
casting from their EnL. If EnL gets to 0 the character is dead and
unresurrectable.<br>
<br>
I do allow wizards to wear armor.<br>
<br>
Alex Koponen<br>
<br>
On 5/2/2014 3:05 PM, Paul L. Ming wrote:<br>
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<blockquote cite="mid:536424A7.9060305@northwestel.net" type="cite">
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Hiya.<br>
<br>
On a side note...<br>
<br>
Has anyone else implemented some sort of 'balancing factor' with
regards to wizards & armor?<br>
</blockquote>
<br>
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