Is there such a thing as too much magic in an RPG?
I get frustrated with D&D sometimes. I like to figure out puzzles, plot strategies, cope with difficult tactical situations, and, of course, kill the dragon and steal his stuff. It bothers me when the best laid plans are nullified by another player's magic using character. Manys the time when the party has sat in the local taven plotting and planning a mundane trap for the bad guy NPCs. Then the magic user(s) speak up and state that they will cast such-and-such followed by such-and such and augmented with this, that, or the other modifier and thus there is no need for our complicated mundane tactics. The rest of the party might as well stay home.
One of the reasons (aside from the nostagic pang I felt when I saw the cover...) I bought the Conan game is because my scan of the magic section while stading in the store seemed to indicate that magic had been de-powered and relegated to an appropriate supporting role. This, I feel, is the way that REH used magic in Conan's world. Magic was everywhere, yet, with a few exceptions, is was a backdrop. Sure, there were the nasty villians who were sorcerers. Magic users in Conan the RPG should, more than not be restricted to a few NPCs who have to be delt with as the climax of the adventure.
Some of the messages I read on this forum and the publishing of the Scrolls of Skelos causes some consternation. They seem to be advocating more magic. Is Conan going the way of D&D and most other RPGs? Will it become just another generic magic laden fantasy RPG that populates the cut-out shelves at the local game store? Does the apparent demand for more magic out weigh the demand for a game true to REH?
I get frustrated with D&D sometimes. I like to figure out puzzles, plot strategies, cope with difficult tactical situations, and, of course, kill the dragon and steal his stuff. It bothers me when the best laid plans are nullified by another player's magic using character. Manys the time when the party has sat in the local taven plotting and planning a mundane trap for the bad guy NPCs. Then the magic user(s) speak up and state that they will cast such-and-such followed by such-and such and augmented with this, that, or the other modifier and thus there is no need for our complicated mundane tactics. The rest of the party might as well stay home.
One of the reasons (aside from the nostagic pang I felt when I saw the cover...) I bought the Conan game is because my scan of the magic section while stading in the store seemed to indicate that magic had been de-powered and relegated to an appropriate supporting role. This, I feel, is the way that REH used magic in Conan's world. Magic was everywhere, yet, with a few exceptions, is was a backdrop. Sure, there were the nasty villians who were sorcerers. Magic users in Conan the RPG should, more than not be restricted to a few NPCs who have to be delt with as the climax of the adventure.
Some of the messages I read on this forum and the publishing of the Scrolls of Skelos causes some consternation. They seem to be advocating more magic. Is Conan going the way of D&D and most other RPGs? Will it become just another generic magic laden fantasy RPG that populates the cut-out shelves at the local game store? Does the apparent demand for more magic out weigh the demand for a game true to REH?