DamonJynx said:
I understand your intent but 1d3 per day is waaaayyy too low.
My group haven't played much Legend but we have been gaming for decades, including some previous editions of RQ, so while new-ish to Legend we have been around the block a few times. :wink:
RQ/Legend has always been my favourite fantasy system, except for the magic. I love how you can build your spell etc but I never liked how powerful it made any imaginative player or the fact that everyone could do it. Not saying that it's wrong, just not to my taste.
When we've played previously, we had one magic user in the group and found that the magic user was over shadowing the none magic users. Your experience may be different or you may like that sort of game.
Since I liked the rest of the system, I have spent time trying to balance the magic more to my taste (and yours appears to be different). I did toy with the idea of creating a Dark Sun based setting, with Defilers, or having a system requiring a sacrifice to gain magic points but never got around to it. I then read RQ6 where they suggested for a medium magic level game reducing the recovery down to a point a day, and justified why they thought that was OK. That reduced it more than I wanted, so I went with a d3.
It's also worth remembering that it's easier to up the power levels mid game, than to reduce the power levels. So if we found 1d3/day was restricting the casters to much, they wouldn't object to me upping it to 2d6/day (or more likely a smaller step). However if I started at 2d6/day, and it didn't reduce the magic to a level I wanted, they would feel understandably hard done by when their characters are effectively nerfed down to 1d3/day.
As to reduced magic point recovery limiting them to a spell of so a day, that's not quite true. They start with full magic points, so if they blow that straight away and they have an encounter requiring magic every day, then it's potentially true. However, if they do not have such an encounter every day, they will fill up over time and will approach most situations with most of their magic points at least. It does mean that when they run into a problem, they will be concious that they will need to conserve power and be more creative, in case something happens later that day or tomorrow. In all the fiction I've read with magic users in, my favourite stories are the ones were the wizard (or whatever) has the potential to off load a lot of magic but rarely does. Think about Gandalf, though out the books he doesn't actually cast much magic on a daily basis, and there's no suggestion that he's been nerfed.
It also opens up more options to me. A previous story I've ran, involved the party being on the run and chased through the wilderness. The intention was to hit them with a series of low damaging fights every couple of days so that they'd feel bruised, battered and under pressure. However, each day, the healer would just heal them of all injures before retiring for the night. So that didn't quite work. If the healer only had enough power to partially heal some of the group I could have made that chase part of the story much more exciting.
I'm not quite sure why if I do not like the magic/none magic balance you suggest going for a setting without magic as opposed to addressing the balance You are right, I could run a magic free game, and I've read loads of historical novels so even if I couldn't come up with a non-magic setting, I'd have a lot of scope for picking and choosing from those, but the story I want to tell is set in a world where magic is possible but rare and generally witnessed by a friend of a friend. So reducing the level seems more appropriate.
So in answer to the original question of who uses Common Magic, I don't. :lol: