Dreadnought wrote:
Are there any spells in the game that you find problematic? Or any that you really like? Or for that matter any that you think are too powerful and unbalanced?
I don't like indirect attack spells - for me, the flashy incendiary spells are the province of high fantasy systems like, well, almost all of them except DW. Better are the subtle, insidious effects of direct spells and those that defile the weak minds of non-magickers with doubts about the reality in which they live.
Dreadnought wrote:
On a related question - what do you think of the mechanic of the Spell Expiry Roll?
Magic shouldn't be a science - there's no crisp, neat cause-and-effect with magic. The constraints of DW being a game pretty much mean that there has to be a repeatable framework in which spells can work, but it doesn't mean the players should expect the same spell cast the same way by their characters to operate the same way every time. The GM's role is to convey the majesty and mystery of magic, representing the visceral chaos that seethes in every spell, and reinforcing how the fickle forces the magicker strives to summon will always elude the caster's complete control.
Sadly, neither the spell descriptions, nor the game mechanics of spellcasting, necessarily support the GM to do this, and only a few spells have a cost - Doppelganger, Hecatomb, etc. Magic is then reduced to being just another tool, like anything in their backpacks; but magic should be a last resort of the desperate, and the decision to summon forth the shadows of the Otherworld to give them power in our realm should weigh heavily on anyone that would profess to be a hero.
I probably went a bit off-topic there...
So, yes, anything that introduces uncertainty into spellcasting gets my vote!