So because "Magic" is its own attribute starting from 0 to 10, this takes away from other attributes to use Magic. So Magic needs to have some advantages over swords and guns to make sense.
The solution is Magic damage dealing spells deal some damage even if the enemy evades successfully. This is like "splash damage" which can't be avoided.
Sword deals 15 +3*strength for one handed wielding, and 15+ 5*strength for two hand wielding. Magic damage spells, except Earth, start at 15 +1d6 + 3*Magic for level 1. Level 2 does 20+2d6+4*magic and level 3 does 25+3d6+5*magic.
This way, magic is "worth it" to a player even though their other attributes will be lower because of it. I also have healing, dispelling, buffing, and de-buffing magic.
You learn 1 new spell per attribute point assigned to Magic, so a highly focused mage could learn 10 or more spells, while a non-magic users gets no magic at all.
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So what is the rationale to separate magic from typical character attributes but not give weapon use the same treatment? E. g 15 3x sword instead of str.
Walk me through the benefit of removing magic from int/cha/wis/etc but not doing the same for martial styles?
You are asking fo criticism on the reasoning but supplying a mechanic example without any reasoning at all presented!
Putting magic on Intelligence would make intelligence overloaded, because you already get a skills point bonus for high intelligence.
Putting Magic on Wisdom would overload Wisdom, because you get survival and mental defense bonuses on wisdom.
Putting magic on Charisma is also overloaded, because a max charisma character can already talk their way out of nearly any situation.
Strength is not overloaded presently. In fact it's the most commonly dumped attribute in realistic character builds, since you have both guns and magic to compete with swords. To keep people from totally dumping Strength, I have Strength requirements for some Feats, as there are other attribute requirements for Feats.
If you need more explanation, I can do that. I have Melee Combat as a skill and Physical evade as an Agility skill. Dexterity was split into Dexterity and Agility to keep one dexterity attribute from being Overloaded.
So its basically to try and balance the value of the 'core stats'. I suppose it is fine but I don't know if people will be too enthused about taking away rather than adding on.
What about the other route? If you think a Str stat or alike holds less value, create some added value to it? High str leads to choices of free intimidation, a third of the value as charisma and so on?
Speaking from a game style view, buffs are usually a lot more well received than nerfs.
But your idea should work fine. I don't see that it would make someone more excited to use magic though. Whereas buffing the lackluster stats would drive engagement.
Yeah, the goal here is to try to make the attributes "fair but different" so there would be a wide variety of viable builds for characters. I've already developed at least 4 "power builds" for totally different characters.
You forgot the cones.