I don't have that supplement. I'm only talking about whats in the main book. Maybe they do have access to that stuff, but the core mechanics do not NEED 'no armor' by default to balance them. They simply are not that much more powerful than non-casters.
In writing Novus, I could not limit myself to "just the core rules". I have to take the approach that the system WILL be expanded upon, and in some cases, those expansions were not only already known, but already written (i.e. the spell creation rules).
Therefore, I have to write the rules accordingly, to all of the known rules. And since the Spell Base rules DO expand the pweor of magic users greatly, I have to make sure that there are balancing things in place.
Of course they can. But equally, this game does intend to compete with an already full market. Since the rules are divorced from any sort of setting, if I were buying it, I'd be looking for something generic. So when I hit a SETTING based rule in my system, as a customer, I find it rankles. If there is clear balancing going on, fair enough. If there are other factors involved (different types of magic behave differently), again, I'm amenable.
The armor rules ARE balance-based, not setting based
I mean, look at the basic elements of the system: we have a 'Class' system that is, for the most part, merely a template that reflects the direction of character development but, like Rolemaster, is not meant to limit character growth based on player concept. Fighters can learn magic, rogues can learn to fight well, and wizards can learn to fight too.
But they can't wear armor.
There is no rule in Novus that says spell users cannot wear armor. The Impedance rules only say that IF the spell user does wear armor, he has to pay an additional cost in Spell Points.
It just seems needless, from a balance perspective, and antithetical to the core assumption of being able to build the character YOU want to play.
You can build the character you want - within the limits of balance within the system.
But what is not wanted, is super-mages who can cast spells in plate armor (with other defensive spells piled on top), fight with a sword
Yeah, I know that. I was looking for a way of making 'Class' even relevant in my proposed changes. So skill selection and Magic stat are determined by your class, but you get to pick your spells to build your 'school' (or the GM picks them for you).
My original idea was that you would pick the stat you wanted your magic to be based around. You could have a Con based innate magician, for example.
No, not doing a "build your own School" system, sorry. Building Schools of Magic should, IMO, be limited to the GM, designing them for HIS setting. Novus has to give some example Schools, and that is exactly what we do.
Thank you. I agree that GM's can and usually do houserule any system they play with. But thinking about it from the perspective of new players/groups and I wonder why things should require them to do so. I think Priests as a concept should have that element to begin with, rather than needing to add it later.
Yes, I do need to expand the Clerics a bit. I will likely present 2 or 3 alternate Spell lists (built off the existing spells in Novus) for players to choose from. However, these Clerical Spell Lists will have to be based on something, so most likely, they will be based on the Gods from the setting that I am developing for Novus - Tyrlon.
Yeah, I gotta agree with you there. I'd rather see four archetypes:
Martial
Rogue
Caster
Hybrid (Caster+Martial or Rogue)
Each with flexible skill sets/advantages so you can build your own. Martial and Rogue characters would get X advantages from a list, or maybe Martial get Combat 2 + X Points of advantages from the following... Rogues get Combat 1 + X points of advantages from the following...
Easy peasy...
Not easy peasy, not when you are trying to balance things properly. Not everything is equivalent....
So, sorry, the existing non-spell-using classes will remain.