- You had to pick in advance what spells you studied (unless you went with the Sorcerer, which is basically what the current mage in DA is). Picking spells in advance meant you had to strategize for whatever you were facing the next day.
- When you cast a spell, it took some time to cast before it would activate, and it had a chance of fizzling, especially when you were hit while casting it. Nothing was more satisfying that hitting an enemy mage with an arrow and stopping the overwhelmingly powerful spell he was about to cast to summon a demon or to gas your party.
- There were multiple layers of spell protection; at low levels you could protect yourself against lower level spells, and then you gained higher and higher levels of protection. This turned into an interesting mechanic where strategy was incredibly important and rewarding, because there were spells that also *disabled* spell protections and you really had to know what you were doing. Nowadays, we just have a plain old useless dispel magic.
- There were many interesting non-damage spells. These days all the spells seem like they're just doing damage or buffing/healing. Before, you could summon an eye to explore the dungeon, or create multiple copies of yourself with limited spells, or chain multiple spells together into a simultaneous gigantic, devastating effect.
TL;DR we have devalued magic by making it into a pure damage mechanic and taking away all the complexity
Modifié par Pausanias, 30 août 2012 - 08:25 .





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