That is a very risky route ... as long time player i noticed that kind of development in a lot of games which 'dried away' afterwards. If the player loose the fun they stop playing, which reduces playerbase which reduces possible maintainer interest (minimum playerbase required to keep a game alive).
WHY should mages can't do certain things? That is a limitation of the player (which is not required).
All the mage players are used to this stuff and now the 'new mage' is just a drastically reduced assembly of spells which lacks a lot. WE can come up with other solutions.
For example: we could do it that way that all mage classes can learn all available spells, BUT they have drawbacks in spells not fitting their main realm, like double cost, longer casting time or the like.
To Derakon's hint to make classes distinct:
Stone To Mud is probably the most often used spell (after the different attack spells), so solving that over wand is basically a no-go for me.
WHY should mages can't do certain things? That is a limitation of the player (which is not required).
All the mage players are used to this stuff and now the 'new mage' is just a drastically reduced assembly of spells which lacks a lot. WE can come up with other solutions.
For example: we could do it that way that all mage classes can learn all available spells, BUT they have drawbacks in spells not fitting their main realm, like double cost, longer casting time or the like.
To Derakon's hint to make classes distinct:
Stone To Mud is probably the most often used spell (after the different attack spells), so solving that over wand is basically a no-go for me.
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