Post by Aethor of Helna (ST) on Jun 2, 2016 21:50:54 GMT
I kinda sidetracked the War Rules discussion re: Magic, so figured I'd bring it up here.
Not using any examples of current in-game events, here's a couple of reasons why Magic is not as overpowered as it seems:
Almost any divination or illusion magic can effectively be accomplished through espionage, at varying levels of difficulty. In contrast to magic, espionage is a regent action, where preparing spells is a realm action. Espionage costs 0-1GB, where the magic will cost noticeably more in both GB and RP. Scrying? Espionage can do the same. Pretend your army is better? Espionage can do that too. And so on and so forth.
Summoning spells are powerful, but the realms who can summon are often incapable of effectively levying or mustering. It is my understanding that while GLF won against HTOG, they spent considerable resources doing so. As an important query though: Armies typically need a commander to be led effectively. Is that also the case for summons? It should be, if only to prohibit a sudden random summoning in a faraway province to wreak havoc with no commanding officer.
Most realm blessing spells have an equivalent, opposite realm curse spell. They also tend to be expensive in terms of GB/RP. Even with coordination, the usual bless province tends to barely break-even for all involved parties. In contrast, an agitate action costs 0-1GB, no RP, and can easily raise prosperity permanently by +1 at a cost of a regent vs a realm action. So again, there is a equivalent non-magic action that can accomplish the same.
Worried about the loyalty of your people? You can use magic, but once that magic wears off, you're screwed. In contrast, diplomacy, agitate and espionage are all 0-1GB actions that can ensure the loyalty of your people. Even Court (Grant) actions can help with loyalty in a tight spot.
The most powerful magic appears to be magic that affects armies and fleets, e.g. granting an extra hp per ship? That's a lot of potential ships saved. Similarly, +1 or +2 morale is huge. However, without additional information, it appears those spells are also very expensive.
Similarly, the most powerful realm blessing appears to be Gold Rush, but even that is quite a costly spell, given the realm sizes.
As far as adventures go, they are ultimately determined by appropriate skill proficiency + attribute. In this, high stats & expertise are king. Magic, unless it affects an attribute at the right time and place, shouldn't have any (DO) effect beyond roleplay.