I don't entirely disagree! Mages
do require 3 posts to begin a fight with similar combat statistics to a fighter, however. I grant you that a Numinous blade probably doesn't have the same necessity, but when I say Mage I mean a dedicated pure mage class, not a mixture between the two. I didn't clarify that entirely. A 'Battlemage' in my opinion doesn't necessarily mean the spell school - perhaps I should've referred to them as combat mages?
First post for shielding, as their armor must be cast rather than simply worn into battle, and the following two posts to initiate their first damaging attack. You're right in that Fighters don't gain anything when they sacrifice armor, but that I feel is more of a flavor choice, no? I agree in that mages currently have a bit more versatility, but I'd say it's also pretty early on in the game. Fighting Styles and trait-based skills have been released with frequency - I think the Martial/Universal skills split is an excellent step in the right direction to give Fighters something unique to pursue.
You're correct, they
can buff themselves pretty well. They're able to use their magic to enhance their physical capabilities, but again - I'm looking at 'Mage' as a dedicated thing, and I use the most efficient route for them when it comes to dealing damage. Spending extra posts to cast
more spells that might be interrupted is inefficient, as it stands. As things are right now, the fewer spells you have to cast as a mage, the better.
While yes, if you
CHOOSE to play a magic user as that classical "silky" who would never put on an armor, who would never touch a sword in favor of his fancy wizard wand or staff, who would by own free will never go toe-to-toe to a warrior (knight) but prefers to send in his devastation from range or from behind his "tank" buddy, who really dumps - technically - not one point into the trait Fighting, you are correct. Then mages are likely even weaker than I think they should be.
But there is still that one word, you saw it:
CHOOSE - the mage can
CHOOSE to go full flavor fighter at the expense of some of his magic. The mage can
CHOOSE to fight with a melee weapon the size of which depends on his strength. Of course he then loses mana and evocation attack rank for his rolls, but he will not even need that necessarily, and no matter how many points you lose, you can still have 1-2 left, and that is 1-2 spells that can be used on buffs or a visciously cast intial strike that cannot be defended or what not. The mage can
CHOOSE, the pure fighter can NOT
CHOOSE. And apart of what changes will now come live, priorly, when the thread here started, every mage had also access to up to two Fighting Styles with the sole exception of Armor Mastery.
And for the definition, I am talking about and this thread is subjecting "magic users", not pure and played as such "academy magicians". I am talking about and the thread is subjecting the benefit that you get by dumping something between 1 and 7 points plus race appliers or not into the trait Magic, whereas people - all people - who dump 0 points into the trait Magic get no additional maneuvers from their traits:
- If you put 1-7 points into fighting, you used to get no special maneuvers (soon it will at least be that you can "BUY" skills others can't, while the magic-user still gets maneuvers only for his investments in the trait magic), you can fight already, just not as good
- If you put 1-7 points into Shadows... the same. You can sneak already at a Shadows value of 0, just not as good
- If you put 1-7 points into Huntsman... the same. You can shoot already at a Huntsman value of 0, just not as good
...
BUT:
- If you put 1-7 points into Magic, it is different, while you can do all the non-casting hinky-pinky with a value of 0, just not as good, you get 2*points in spells, you get access to Spell Schools that give additional benefits, some even as much as that they lever out the sole remaining benefit of those characters whose players chose the non-magic route for them, pure mundane battle
One the same hand, it is sad enough that you FORCE pure fighters to become full flavored knights in order to have their benefits. You eradicate with that fighting pirate in his linen clothes swinging his sable or rapier, the musqueteer (replace the musquet with a crossbow maybe) who fences like a pro, the hides covered savage who uses his brute strength to break through others' defenses (oooops, that could been my vision of my char a bit, I do not hide that), you block the Aragorn (Strider time), the Gimli and what not non.magic-supported fighting adventurer types.
But that makes the entire topic even more crass! While the magic-user can
CHOOSE which route they take today, the non-magic-user is
FORCED to wear a certain degree of armor to get intended as must have benefits at all. I personally fought a Battlemage (no drawbacks from armor!), orc, about 11 Hit Points, (7+4 or something along the lines), who told me in IM that the hides skirt I wore should be treated as Light Armor, i.e. +1 Hit Point, and my weapon as large weapon for damage (as I had no shield anyways, nor the skill Shield Mastery). That means I faced a surely beginner-level orcish battlemage who came with the Naturalism pet into the scene, who buffed that pet up while we talked, wore heavy armor without any drawbacks, buffed himself up with the Spell School options (not even the other, open to all magic-users Corpse spells!). I as pure fighter with Light Armor, barbarian hides, a two handed sword, fighting 8 and reflexes 6 or such, faced a battle mage with buffed up fighting likely also 8, reflexes of also 6, yet likely 4-6 mana and spells available, a buffed up pet and near twice as many hitpoints than myself... that is what you can
CHOOSE to turn your magic-user into if you have at least 1 point in Magic. You can also
CHOOSE something else, for general or a single scene.
Players with characters not having at least 1 poinit in the trait Magic, can not CHOOSE!Again: Of course I know that a pure fighter, non-magic-user likely will smash any silken clad item enchantress who never dabbles in weapons, has likely no fighting trait as she focuses on Magic, Knowledge and Social Standing or something. But the pure non-magic fighter will be subpar to any other magic-user, at least at the beginning before char progression.
A) You have 30 points to spend at the start, that means you choose what to actually not raise. Maybe a global 20 would be better to shape out distinct classes a bit better
B) As Magic-User you get maneuvers (i.e. spells) by investing points straight into the trait and then you can already choose a spell school free of trait mix requirements. For all other, skills, fightings styles, even the exclusively named Smithing, you need a combination of trait ranks that is partly not possible to reach at the start, respectively, you cannot create a character as you maybe envisioned as two skills or styles are needing so contradicting trait ranks in a height that only the race bonus can let you reach for one trait. And meanwhile, every character who had invested at least 1 point into magic could still
CHOOSE the very same
I know there are changes upcoming currently, I wait for them to be fully there - until then my posts still regard the status before the ongoing revamp, when not then I will mention it.
You don't need any special skill to tell a mage is casting, it's supposed to be obvious for anyone who happens to be nearby, so anyone has a chance to interrupt. You may not know what they're casting, but you can at least reasonable tell that they're doing something or other.
I could be wrong in the materials/poisons things, but poisons shouldn't apply unless you actually strike an opponent with a poisoned weapon. You can't apply poison to a fireball. Same with materials. They shouldn't increase your rolls because you're not actually using that weapon to attack when you cast a spell. I don't think that makes for an invalid argument at all.
I'll concede the point that as of now, mages have more versatility in terms of choosing combat paths than fighters, but I still think much of that versatility ends up hurting their overall efficiency, except in a few select cases. And again, I think the Martial Skills are an excellent step in the right direction - that list is only going to continue growing, after all.
As for your final points, I think you'll find that Fighters have continually been enhanced alongside mages since the sim opened up - it's been constantly improving day to day. I do think you have some good points even if I don't entirely agree with them, and I hope to see some of your ideas put into play!
Knowing WHAT they cast can easily become THE crucial factor though. IF they cast an attack nuke or a self-buff IS crucial for the fight, at least from the perspective of a non-magic-user. But every magic-user can well hide what they cast, it is near never mandatory to cast in a way that the other definitely gets to know what exactly is done:
"Incantations. These must be coherently spoken, even if whispered."
"Physical motions. The larger the spell, the greater and more noticeable the motion."
"Staves or wands."
A magic-user needs to hold as little as a wand to cast a nuke, a selfbuff. How but by metagaming can the other, any other, validly know what the hell the magic-user is actually doing? The magic user can recite in whisper words in "ancient language", can whisper literally "humpty dumpty" as spoken formular, can do a motion of holding his own heart and with love in the eyes to prepare his nuke or selfbuff. Any enemy, even a magic-user of the same school can be puzzled by that as the motion per spell is not set in stone. Any magic-user can do what he wants, how he wants, as long as he does something along those ingredient lines. It is the generosity of the player of the magic-user to do it in a way that any enemy can define what's coming. Not even a roll against magic (if with magic 0 it is an unranked roll 1-100) you can find it out!
Alchemy/Poison, both is open to magic-users as well. Even, in regards to equivocation's posts, a magic-user can even do that trick with poison on arrows. It is not bad that they can, the problem is that they can
CHOOSE, but the non-magic user can NOT
CHOOSE. For every other trait everyone can
CHOOSE to do stuff or not, maybe with less rank modifiers for the task, maybe by having the same rank as a possible specialist for whatever reason. Just with magic, you can not
CHOOSE if you do not invest points. Magic defines that you can have 2 spells per point, that you have 1 mana per point, that you have a spell school open for you to
CHOOSE. With magic 0 you do not have that options, not even at a lesser extend or success chance, you can NOT
CHOOSE.
In theory, and surely because my char is a pure non-magic fighter and I was the most vocal here the thread went into a direction of melee, you need to look at that issue for all classic class types:
The archer, specializing in Huntsman, faces magic-users who can pump themselves up to his level or higher, learn the same skills, if they
CHOOSE so, while he can not
CHOOSE to pump himself up to the level of the magic-user.
The shadow rogue or assassin, specializing in Shadows, faces magic-users who can pump themselves up to his level or higher, learn the same skills, if they
CHOOSE so, while he can not
CHOOSE to pump himself up to the level of the magic-user.
The hulk, specializing in Strength, faces magic-users who can pump themselves up to his level or higher, learn the same skills, if they
CHOOSE so, while he can not
CHOOSE to pump himself up to the level of the magic-user.
The politician / intrigue weaver, specializing in Social Standing, faces magic-users who can pump themselves up to his level or higher, learn the same skills, if they
CHOOSE so, while he can not
CHOOSE to pump himself up to the level of the magic-user.
You get the point? It is the chance to
CHOOSE to be alike or better. All that is since brought forth as oh so bad downsides of the magic-users, ALL of that, so far was situational and only applied if they
CHOOSE to have this downside. Even rediculous things were brought like "non-magical fighters can become bakers aside their fighting" - a mocking on the one side, and on the other side invalid as argument as magic users can
CHOOSE that as well. Nowhere it is written that only fighters can become bakers or seamstresses (Good for the nice magician Emm!). It is written that fighters can go for "Materials (Metals), Poisons, Blacksmithing" - and magic-users, even full flavored silky mages can't? Where is that in the rules? Unless it is in the rules and I missed it, magic-users can still
CHOOSE to go for "Materials (Metals), Poisons, Blacksmithing". They can
CHOOSE, the non-magic cannot
CHOOSE.
As magic-user you can choose to be all that others are and more. (and yes, again, something is coming up to address that, I know)
Look at my own character:
A barbarian, envisioned actually to wear only hides and furs, i.e. max light armor. I considered to actually even play her topless because she IC wants to be as the male "Conans" of her tribe (decided against that for sim rating reasons even though I would still be allowed as per rules).
Fighting: 6 +2 (racial)
Huntsman: 5 +1 (race gift)
Shadows: 5
Strength: 5
Reflexes: 6
Resolve: 3
Magic: 0
Knowledge: 0
Social: 0
Hitpoints: 5
Call of the Warrior: Weapons Master
Huntsman
Un-Magicked
1. Fighting Style: Fast Blade Style
2. The Fox
3. Cat's Grace
4. Stealth Shot
5. Stealth Melee
She has Huntsman and Shadows ONLY because I did not know where else to drop those points, just because the other Traits were even less suiting for how she is envisioned. She is not envisioned to be a good archer, not envisioned to be a good sneaky rogue. She can surely sneak better than a fullplate knight, but that is already in the rules, armor makes sneaking more difficult (aside, having spells in general does not make sneaking more difficult, or anything else
).
The "Trait Based Skills" she has (#2 - #4) she has because I could not choose any other, not because I wanted those to be her style of proceeding. Cat's Grace maybe, the rest I took, and I was told by admin "take them just to have them", as I could not choose any other. She is envisioned as a pure non-magic fighter. She is melee DPS in a way, high damage, low armor, quick and enduring, not as immobilized as a knight in full plate or as "coward" as an adventurer with full chain mail. She swings a heavy blade and fights ferocious and strong, though also faster than maybe the yet stronger men of her tribe.
Alone because she wears no armor, she is already in a crucial disadvantage (which I meanwhile fixed by getting her a fur looking iron armor that qualifies at least as Heavy Armor, a compromise).
The first foe she faced was an orcish battle mage with fighting 6, Reflexes I think even higher than herself, tons of magic and heavy armor. A pet, pet buffed, Spell School self buffed Fighting trait, large weapon (i.e. strength at least 5) and heavy armor without noticeable drawbacks to his casting, orcish rage that not only increased his traits but also lowered mine.
Hello?! That was not a super level 15 maniac! That was just a normal Orcish Battlemage school magic-user that had chosen spells that make sense for his savage nature. If going Barbarian shaman I would likely have chosen the same, just another spellschool.
The battles went quite normal, he even helped me to understand the battle system in IM, how to calculate my char to get the best out of her for the given battles. He defeated me clearly, on my own turf - melee battle - clearly. Because he can
CHOOSE to get on par or even better than myself, while I have not one thing to
CHOOSE to be on par or better than himself, except for "Armor Mastery", which though I could not choose as I have yet too low strength.
That on a sidenote is also a point: The partly really high trait requirements for skills, though applicable both for magic-users and non-magic-users, to gain single maneuvers that are partly even highly situational, versus the simple dropping of 1 point into magic where you already get 2 maneuvers (spells), which you can
CHOOSE from a list to your liking, without further requirements. No other trait, not one, offers similar maneuvers like Magic to
CHOOSE from by just investing points into it, not one. Sidenote end.
It is an enormous effort to tinker the traits of a char to get the skills you maybe desire. I understand that is what character progression is for. But seriously, if one wants to increase one's traits one needs to play to work on that for a month and with 8-12 dedicated roleplays? 8 roleplays in which I sneak around (that will barely be with more other players to really interact with due to the nature of the trait). 8 posts to pump my muscles and do strength based chores like chopping wood or carrying stones to advance in strength? Oh dear, if I myself want to get from 5 to 8 to be able to - afterwards with another 2 weeks - learn the Goliath Grip skill, I have to do 24 to 32 roleplays doing situps, chopping wood or carrying the man that fucks my char on her arms instead of vice versa (spoken cheek in tongue)...
Maybe I better just reroll, dump points from SHadows and Huntsman to maximize Magic, become a Barbarian Shamaness who is else fully alike the current fighter anyways.
Magic 5 is easily reached, 10 spells from Naturalism and Corpse, maybe a Heal mixed in if allowed, something, perhaps a nuke, done. The Mage Shield I can cast way before the battle breaks out actually in a scene that seems to be turning into a conflict or risks to at least, an initial viscious nuke, all incorporated into the yet heated blabla emotes, the other cannot know WHAT I actually cast while he still tries to soothe my temper, and BAAAAAM, he has 3 or 4 hitpoints less, Heavy Armor benefit gone, then I go off at him with a heavy sword, light armor over his and surely the same skills as he has and is used/willing to use.
But no, I will wait for the annouced changes to be complete, then check and adjust. There is no venom in me against magic-users, just sadness that I can shine in nothing IC next to them if they...
CHOOSE so. There is nothing I can...
CHOOSE to be better than them, to shine aside them once in a while too.