I think the decision of using a Vancian Magic approach is a design decision. Maybe it is fun for some players, because it forces the mage to think in advance by limiting the spell-casting abilities of the mages. It may at the same time be used for game-balance. Hence the mana mages with being able to choose spells on the fly
seem overpowered in DA:O. But seeing how quickly my mage, especially when fighting as AW or a SH can run out of mana without potions it is not overpowered. Perhaps the easy and plentiful availability of potions makes it appear so.
In fact, I needed to look up the actual term. My source: (
http://tvtropes.org/...in/VancianMagic) Quote:
"Vancian Magic is a specific form of "rule magic" that conforms to these functional rules (along with whatever other metaphysics the writer chooses):
1. Magical effects are packaged into distinct spells; each spell has one fixed purpose. A spell that throws a ball of fire at an enemy just throws balls of fire, and generally cannot be "turned down" to light a cigarette, for instance.
2. Spells represent a kind of "magic-bomb" which must be prepared in advance of actual use, and each prepared spell can be used only once before needing to be prepared again. That's why it is also known as "Fire & Forget magic".
3. Magicians have a finite capacity of prepared spells which is the de facto measure of their skill and/or power as magicians. A wizard using magic for combat is thus something like a living gun: he must be "loaded" with spells beforehand and can run out of magical "ammunition"."
Ok, perhaps the idea, that spells need careful preparation has it's merits. But then the perpetual "memorizing" idea still appears silly to me. I'd consider a limitation and strategic preparation approach in terms of needed components making much more sense than needing to memorize "known" spells over and over again. A mana based system makes also more sense in terms of controlling the spell and the ability to use fire magic to either light a candle or throw a big exploding fireball. Most powerful spells requiring a certain ritual also serves well to "limit" a mage's power.
When it comes to divine "magic" this idea of preparing spells in advance is even more ridiculous to me, since supposedly the divine spells are granted from a deity. So perhaps it would make more sense, if the deity chose the spells in advance rather than the cleric. But if the DM -- representing the deity -- chooses the spells this strategic approach would be down the drain.
To make the long story short: I tried to avoid DnD vancian magic, actually didn't play it at all with very few exceptions before V3 with the sorcerer. I preferred systems like MERP, RoleMaster, The Dark Eye, RuneQuest, and Ars Magica. Concerning the rules and (game)philosophy about magic (or PSI powers) these all were much more logical and mana as limitation was good enough. It also made more sense to boost a spell with more mana, rather than memorizing the same spell in a higher spell slot. So, I rejoiced when the sorcerer was introduced. Although in NWN it hardly makes a difference, because you can rest often and so running out of needed spells was rarely a problem.
My personal opinion is, that the best possible magic system should be something like a joint-venture of RoleMaster and Ars Magica. In fact Dragon Age comes pretty close, even though scaling a spell by voluntarily pumping more mana into it would be my suggestion to the developers for future updates.
The strategic approach is more long term then, since the mage usually can't learn all spells in his/her life. So the mage needs to specialize in a certain field of magic in order to reach the highest powers. But there is also the possibility to become a jack of all trades with hardly any highly powerful spells.
Just my view on this topic in a nutshell. Thanks for reading. Feedback is appreciated.
Modifié par Zenon, 24 mars 2010 - 09:40 .