I suppose. I enjoy the mage only cards as that is the only way to grow the individual mages in the long run.
That you've considered. The caveat here is that there are other ways to do it...just
different ways to do it.
When you utterly restrict a card to Mage "X" you are simultaneously
denying that card to
every other Mage in the game, which is contrary to the design structure upon which the game is built; that you get to "customize" your spellbook.
When you are designing a game, and want to "restrict" methods of play, there are two fundamental levels at which that goal can be accomplished:
1) Simply deny a resource as a universal one
OR2) Create a penalties/benefits system wherein certain resources are either easier to acquire for certain archetypes (i.e. Mages) or provide a stronger effect-to-cost ratio for certain archetypes (i.e. Mages)
or, reversed, are
harder to acquire for certain archetypes (i.e. Mages) or provide a weaker effect-to-cost ratio for certain archetypes (i.e. Mages). This is all the same thing, hence being in a single bullet-point.
What is the overall effect of these different methods of resource denial?
If you choose Option 1 you are mandating that certain archetypes simply will not have certain resources. This can be problematic for overall design arcs for a few reasons:
1) Taking this route forces the hand of design should design ever wish to introduce a mechanic that already exists for one archetype into the other archetype. For example: By making Huggin a Wizard Only familiar design has effectively shot itself in the proverbial foot should design ever wish to implement an incantation-casting familiar for the Warlock. Structurally, this isn't technically an
obstacle to the design team, but it
is a self-imposed limitation, because should this ever occur the design team will have to design a brand-new card to work with the Warlock...whereas they could have simply allowed Huggin as a universal card in the first place, and never had to deal with the situation at all.
2) Taking this route neuters the creativity process that goes into building a spellbook for this game. Using the previous example, the Warlock does not have a familiar that can cast enchantments or incantations, and is thus limited by
design to host a maximum number of spells cast per round that is less than the maximum number of spells per round that is by design allotted (or at least given account for) for the Wizard and Beastmaster. This structurally alters the flow of designing a spellbook. Is it a "problem?" No. But it is frustrating. It "forces" the hand of a player wanting to design a specific kind of Warlock deck, because certain resources are not available to that player. It essentially prohibits the creation of a "bounce" spellbook where you utilize your familiar to play Force Push and Teleport every round to put your Warlock where he needs to be in order to punch things to greatest effect and still save his quick action. The Wizard can build a "bounce" deck but the Warlock cannot. From a player perspective, I find that it is appropriate that it should, perhaps, be more
difficult or
costly to build a "bounce" deck centered around the Warlock, but it is slightly offensive to me that the designers say "that's not allowed. We don't like what you envision for the Warlock, so we aren't going to put it in the game for
him."*
*I obviously am speaking non-literally and with flare toward colorful monologue. I highly doubt the designers collaborated to undermine any specific archetype, but the effect of design's actions is felt regardless of intent.
Now, on the alternative:
Well, basically, everything that is opposite what I just finished typing. You want to build a Warlock "bounce" deck? Well...you can try. It'll be damn hard to pull of managing your mana and filling your spellbook with stuff after paying for all those bounce cards and huggin, but it could work. You'll just have to build it and see.
See? Creativity
NOT stifled or inhibited. Resources not denied outright are resources someone tries to use.
The immediate counter argument that presents is "uniqueness" and "identity." When every Mage can do every
thing, where are the unique attributes that alter the fundamentals of play and/or spellbook design?
Well, the fact that the Mages have different life totals, different Magic totals, different special abilities, and different schools of concentration rings something of a bell. The Mages are
very unique to themselves, and that is the right direction, for as far as my opinion is concerned. Uniqueness should be broad and varied in the Mages, themselves, but there is no relevant
need in the design process to say "X can't be used by Y."
...I am not happy if I am not moaning.
DOUBLE ENTENDRE!!!!Sorry...couldn't resist. :whistle:
-nihil