i am trying to decide for the right magic system in my wargame. i have two systems ready, one of them is tested and approved but rather boring. the other one is more or less untested but very cool (in my eyes). maybe you have an idea:
(please note that my game uses dice to represent the troops, the dice are used as status indicators but also get rolled).
Core Rules: You roll the dice in a unit and count all the magic results you get (this mechanic is also the same for attacking, defending, moving etc.). then you decide what to do with the magic results.
*** System A: The conventional approach
There is a reference card with spells written on it. the spells have a cost each and you an freely decide wich spells to cast as long as you have enough results left.
Pro: Tested, works
Con: Boring & magic is too powerful
Why is magic too powerful?
No matter how my i nerf the spells, they are always more powerful than the regular actions (attacking, defending, moving) the players can do. i had testers who used an all spellcaster army and won a few times, even against superior armies - reyling on magic alone. why? because you can choose what to do with your magic results instead of relying on further rolls. basically you can turn magic results into anything you need at the moment (attack-spells, defense-spells, movement-spells etc.), while a non-magic army has to rely on what they roll. i dont say this system is broken or unbalanced - but due to its nature, magic is always a bit too powerful.
*** System B: The innovative approach
Instead of reference cards with spells, extra spell dice are used with spells written on each side. you have to bring spell dice into play and attach them to your spellcaster (of course the spells are explained on the reference card too, as there is no space on the die :-).
then, when you roll for magic you also roll the spell die. the result is the currently castable spell. but you can also spend 1 magic results to "nudge" the spell die one face into any direction, resulting in a different spell you are now able to cast.
Pro: very creative and fun to use
Con: Not so well tested, feels even more random, you have to bring the spell die in addition to the spellcaster itself into play.
example: you roll a unit of 2 fire mages and 1 fire tome spell die to cast spells. you score a total of 7 magic results and a firestorm (cost 10) result on the fire tome die. you decide to pay 1 result and nudge the die one face to the right, now showing a fireball (cost 4) result. you cast the fireball and resolve its effects. now you nudge the die one more by paying one point and it shows a "warriors pride" (cost 1) result. with your last magic result you decide to cast this spell as well. then ends your spellcasting action.
feedback? this way!
@Orangebeard
thanks for your feedback, your system D sounds very interesting. i dont mind redesigning the wizards in the game, as they have not been added yet.
it would also remove the necessity to have additional "spell dice", and a way to balance the more powerful spells would be that you have to roll the spell result 2,3,4 or even more times. (so rolling a single "meteor spell" result is not enough, you need at least 3 to cast it).
the way i thought initally was to have both caster dice and spell dice. the casters are just the medium while the spell dice provide the actual spells. players would then select the right spells to use.
but this could be simplified by using your system D. good idea.
PS: yes my game is inspired by dragon dice, but there is so much unique stuff in there that i think it plays way different than DD.
anymore comments?