Re: magic modding question
Not if you make them unique.
But then you're really starting to go way out there for an idea that might not be so great to begin with. As Saulot points out, if you're trying to make a huge change to the core game mechanics you usually end up with a bit of a mess which sort of works but probably isn't very enjoyable.
I was thinking about the same issue when I was planning out Warhammer Dwarfs. The Dwarfs in warhammer have no magic and use runes and items instead. I need to find a way to translate that to dom3 in a way that is interesting and playable. So Dwarfs can't have very strong magic, lots of paths etc. But just giving them great earth magic also doesn't really fit how they are in warhammer. The answer imo is low levels of magic which the player can boost up if they so wish (so max probably 2E 1F or something) plus lots of interesting rune based national spells and summons which are largely low level and very powerful, but require gems. Dwarfs have a solid gem income thanks to either units which produce them or possibly just lots in their cap - this fits their character and allows for the Dwarfs to 'power' a magical pretender by giving them lots of gems, as well as empowering their own mages.
I was also planning on putting a second 'path' of magic for the dwarfs by giving them holy/earth spells which are all 1 or 2 earth but increasing levels of holy required - these are for the Runesmiths with anvils of shooty lightning and so on.
Anyway, that was the plan. I'll do them in the future no doubt, since they're all mapped out.
|