It seems most RPGs (paper or computer) seem to do one of two things to spell casters.
1) (More common). Make them scale horribly so they are useless at first before turning into demi-gods that outshine anything that doesn't cast spells. See pretty much any game based on 2E or 3E D&D.
2) (Less common). Turn them into archers with particle effects. They are fairly balanced, but frankly uninteresting. See MMOs or Dragon Age (although mages in DA are still OP).
What I would like is some third way that still keeps magic special and powerful, without turning spell-casters into demigods. I think for PnP settings this is simple: change the focus of magic into more of a plot point or of strategic significance than a badly balanced compedium for combat. So mages can still cause earthquakes, teleport around and stuff, but not 4 times a day. Rather each takes a lot of time and prep. Whilst crawling through a dungeon, they can be slightly-sub par fighters with a few tricks up their sleeve rather than soon-to-be-omnipotent glass cannons.
However, I don't see an easy way for this to work in computer games where the 'grand strategy' stuff is taken out of the players hands and the overall tasks dictated to them.
So, codexers, is there another way of doing spell casters which doesn't let them dominate the later game, yet doesn't reduce them to something uninteresting?
1) (More common). Make them scale horribly so they are useless at first before turning into demi-gods that outshine anything that doesn't cast spells. See pretty much any game based on 2E or 3E D&D.
2) (Less common). Turn them into archers with particle effects. They are fairly balanced, but frankly uninteresting. See MMOs or Dragon Age (although mages in DA are still OP).
What I would like is some third way that still keeps magic special and powerful, without turning spell-casters into demigods. I think for PnP settings this is simple: change the focus of magic into more of a plot point or of strategic significance than a badly balanced compedium for combat. So mages can still cause earthquakes, teleport around and stuff, but not 4 times a day. Rather each takes a lot of time and prep. Whilst crawling through a dungeon, they can be slightly-sub par fighters with a few tricks up their sleeve rather than soon-to-be-omnipotent glass cannons.
However, I don't see an easy way for this to work in computer games where the 'grand strategy' stuff is taken out of the players hands and the overall tasks dictated to them.
So, codexers, is there another way of doing spell casters which doesn't let them dominate the later game, yet doesn't reduce them to something uninteresting?