I usually find it to be the other way around. Mind, I think it's an over-reliance on wanting to spend MP on healing versus killing and forgetting that MP heal items exist.Because in most RPGs, especially traditional JRPGs, spells are so cheap that mana/mp/whatever is treated as nothing more than an after thought.
This is an aside, but yeah, I stopped DnD long ago and turned over to systems where you can have spells without MP. On that note, I usually give my mages some way to use magic without MP so they have something similar to Attack but for magic.but if a game forces me to use 3 simple fireballs and call it a day then that game is rubbish to me. Of course you are not supposed to cast spells everytime you feel like it but limiting magic so severely that it is far from useful, then it is something wrong. I wish some GM's understood that fact.
This. Mana should be for going "extra", not for merely playing your character. If fighters don't use mana to basic attack, why should a mage?Even if you are using mana people should not treat it like you are a battery which empties itself for the sake of just being competent for like 2 minutes
I like the work you put into it. It sounds like something that could be a lot of fun.I am also working on my fantasy roleplaying world for a long time.