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Originally Posted by RadicalTurnip
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Originally Posted by Squirrelloid
I'm not even sure what 'realistic' means in this context. As long as things follow rules, they're equally good fantasy.
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What I mean is there are reasons not all magic is the same, Haruspex isn't in the same school as Dark Knowledge, and it costs 1 less gem, but requries one higher path. The game isn't made to be "completely balanced."
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Trade ease of casting with cost? Sounds perfectly reasonable and plausibly balanced.
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In a high-magic fantasy world with intelligent smiths and spell-makers, there's a good chance people would find ways of creating things that generate quintessential magic items (gem-gen). While it's not certain, but it's likely.
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That depends on what the laws of magic are. If the laws of magic make it impossible, it can't be done. It feels like an artifact level of accomplishment - distilling raw magic should be *hard*. The accomplishment is cheapened considerably if you have hundreds of them.
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Basically, to me, CBM seems to be a (Conceptual) Balance Mod, while the original game's focus is more toward flavor (while of course trying to keep it from being overly unbalanced).
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Where does CBM ever lose flavor? Heck, how do you 'lose flavor'? Flavor is whatever you make it. Anything can be justified post hoc, and if the person telling the story is good, it'll sound just as good or better as whatever flavor might have been trampled on to get there.
There are plenty of things in the base game that don't make sense conceptually. A lot of the handling of resources is confused, for example. So claiming vanilla as a paragon of flavor is doomed to failure.