Spellcasters should always use melee weapons?
My proposal for rebalancing weapons/initiative
Something I'm constantly trying to create is an effective ranged spellcaster. As such, the available (and optimal) weapons for such a character seem out of place. Regular staves have no magical effects, and amount to long sticks. Ranged magical staves have severe initiative penalties, meaning you can cast less spells, and also do pathetic damage.
On the converse, daggers have POSITIVE initiative (somehow I'm 25% faster when carrying one?), as do many swords. This means that if I want to cast lots of spells, and yet never see the tiniest bit of close combat, I should still equip a melee weapon. I have always had the impression that in a fantasy setting, ranged mages are better off with staves. It couldn't be further from the truth in FE.
Here's my proposal:
- No weapons should increase initiative unless they are somehow magical and have this special property. I should NEVER be faster with a weapon than without one. Daggers can reduce initiative by zero, and go negative from there.
- All staves (in particular sovereign's starting weapons) should have some magical properties. Perhaps they're only able to be harnessed if the character has magical abilities. I'm talking about +magical strength/resistance/damage.
- Ranged staves should not be so severely nerfed. As they are, they're useless. I can do twice the damage with a melee weapon, and most modifiers also affect melee weapons. Ranged staves are never a viable weapon in my experience, particularly for a spellcaster, but for a regular unit as well. They also need to have my proposed magical attributes of regular staves.
- Certain ranged spells should require a staff to be utilized, or else be severely nerfed if the character does not have one.
Currently, I'll have a melee damage dealer, and a magic user with a dagger keeping at range. This just breaks the immersion and does not fit in a fantasy world.