So, I found myself in a dilemma. I didn't really want the use of magic to be a necessary investment in my game in order to have a successful party...rather, I wanted it to be a stylistic choice. I wanted magic to fulfill the fantasy of being super impactful when used at the right moments, and so I counterbalanced its power by making it very costly. After some playtesting, I realized that this wasn't actually fun...because no one likes having to be stingy with one's abilities.
So now, I'm thinking that another way to do it would be to give the use of magic a different kind of drawback. One idea I had is that after you cast a spell, you're disoriented for 1 turn and take significantly increased damage until you regain your focus. Not sure if this would work though, considering magic users are already the squishiest class.
Anyone have any cool ideas that makes the player pay some kind of price for using a spell, but which also doesn't frustrate the player and at the same time does not discourage the user from using his or her spells?
So now, I'm thinking that another way to do it would be to give the use of magic a different kind of drawback. One idea I had is that after you cast a spell, you're disoriented for 1 turn and take significantly increased damage until you regain your focus. Not sure if this would work though, considering magic users are already the squishiest class.
Anyone have any cool ideas that makes the player pay some kind of price for using a spell, but which also doesn't frustrate the player and at the same time does not discourage the user from using his or her spells?


