thats1evildude wrote...
1) Allowing the PC to use blood magic creates a discrepancy with the setting's established lore. If you have a party member who aligns with the Chantry or at least holds a belief in the Maker, they should at least be hesitant about working with you. They might even be obligated to kill you. And that would hold true for many other NPCs. And yet, in both DAO and DA2, nobody really cares about the PC using blood magic.
I can recognize the logic behind that decision: it would be wrong to give the players a choice and then make it impossible to finish the game because of that choice. But still, it's a problem, and one that people frequently complain about.
It's a problem, yes. And it's an issue that the devs have recognized and will work to improve. What they proposed back when they were still talking about the "hypothetical third game" was that specializations would be a single and irreversible choice, which would make it easier for them to make the narrative recognize it.
thats1evildude wrote...
2) Learning blood magic should actually be very difficult. Presuming you don't have access to a teacher, the only way to learn blood magic is through contact with a demon, which is how it was handled in DAO. But that also led to a lot of people basically cheating to get the specialization, just as they did with the reaver specialization.
That is simply not true. Ever heard of books? Yes, it
is completely possible to learn blood magic by reading. Who's to say Hawke never had access to that kind of material?
thats1evildude wrote...
3) It's difficult to model what a blood mage can actually do within the setting. According to lore, blood mages can view the dreams of others and tear open the Veil. A blood mage PC in DAO or DA2 can't do any of that, mostly because it would be totally game-breaking. And it goes further than that: if we're allowing mage PCs to use blood magic, then why don't we also allow them to tow around several slaves and slit their throats whenever the PC needs a power boost?
And why should the game let you do everything that's possible according to lore. Tearing the veil open would have the potential to break the narrative (not that that's a good example, given what we know about DA:I). But again, there are many things mages can do, according to lore, not just blood mages, that has the potential to break the narrative, or would be counter-intuitive for the player to be able to do.
Any ability the player are to have must have a purpose within either the narrative or combat game-play, if it doesn't have a purpose in combat, and the narrative doesn't support it, there's no sense in keeping it in the game.
Plaintiff wrote...
... Rule of Cool.
'Tis the most important rule.
AstraDrakkar wrote...
OP it wouldn't bother me, since i prefer fireballs and lightning bolts anyway.
Well, the primary purpose of blood magic is still to empower other schools of magic, so using blood magic shouldn't stop you from unleashing primal and elemental magic.