On 13/10/2012, at 1:37 PM, Andrew Larsen wrote:
> I'm trying to make sense of HQ2's wizardry rules, and there's something I can't figure out. Simply put, what's the advantage (in terms of game balance) of playing a Wizard rather than a Theist?
> A Theist gets three runes which he can manifest in a broad range of magical effects, limited mostly by the way his god embodies those runes. This gives a theistic character a lot of options in game. A Wizard in contrast, doesn't get runes, he gets a set number of spells that do 1 thing and 1 thing only. He can get one extra spell a session, but only if the storyline allows for regular journeys to the Other Side, which seems pretty messy for a narrator to accommodate. The Wizard gets a tiny advantage over a Theist because he can do overtly magical things before he gets to 1W, but that's pretty small, since most players will get to 1W fairly quickly.
A spell is less flexible, but in compensation should generally get a bonus for being a more specific ability, unless the theist has developed a specific feat or specialised in a particular spell. So a wizard frequently has a numeric advantage over their opponent if both are at the same level - presuming the wizard is able to set the terms of the contest etc.
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