Limited randoms Vs Water nations
Reading that the new system for randoms in magic paths specialize far more each nation, I wonder how some nations will do against water nations ?
Do all nations have at least access to some water, death or air randoms for their national mages, or are some themes dependant of indie mages or their pretender to do anything underwater ? If it's the case I suggest to make water/death/air indie mages more common than indeps of other schools. If more specialized nations are a good thing, being unable with some to do anything against an ennemy water power may be a balance issue
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