Goblin-King wrote:Weapon limits are really not CAN'T use as much as it is WON'T use...
So yeah, the barbarian wouldn't dream of using a stick in battle and the wizard is a sissy douchebag who refuses to dress in heavy pieces of metal!
Besides that it's simply a game balance issue. If the wizard could use everything why ever choose the barbarian?
cynthialee wrote:Cause the barbarian has more hit points...
When my game group plays RPG's what tends to happen in the (very) long run is that the guy who started as a mage eventually becomes a mix classed character that typically is a Wizzard/Rogue or a Wizzard/Warrior. The guy with a warrior eventually becomes also mixed in abilities as the warrior players tend to lust that wizardly might, almost invariably they learn a few low level spells.
Rogues tend to become over time warriors with theft and social skills.
My point here is that it makes no sence to me that a warrior and a wizard that hang with eachother all the time would not pick up a few of the other guys skills. They would in time learn a thing or two from eachother.
cynthialee wrote:maybe ease some of the weapon and armor restrictions on the mage.
Pretty sure if the mage can cast spells with a staff in his hands then a long sword should be no issue. Also a helm should be allowable as it does not stop your hands from doing thier thing nor does it interfer with speach.
If you'd like to have a Wizard be able to swing a sword, that's OK to house rule to make your game the way you want it. I wouldn't do it without a penalty, however. A Wizard with 4 Body Points and a Heal Body or Water of Life spell effectively has access to 6 or 7 Body Points (or more). A Hero with 8 spells and 6 or 7 Body Points is way more capable than a Barbarian with 8 Body Points and no access to spells. Leaving in some armor restrictions for the Wizard does help to promote balance with the Barbarian, however.
As a suggestion, allow the Wizard to use previously restricted weapons with fewer combat dice; a Wizard is too busy studying heady magic to spend a proper amount of time to train with an unfamiliar weapon, anyway. I'd say big two-handed weapons should still be excluded right out as they are just too heavy and unwieldy for a slight-of-build wizard. One-handed weapons could be used with 2 fewer dice if weilded with one hand, down to a minimum of 1 combat die. Should a Wizard use both hands for a one-handed weapon such as a broadsword or longsword (like in the game's art), then only 1 combat die need be deducted. A shortsword is too small to be used with two hands.
This would allow a Wizard to use an Artifact such as Orc's Bane. Even with a minimum one-die attack roll, both could be combined for 2 dice against an Orc. Spirit Blade wielded two-handed by the Wizard could do 3 combat dice against undead monsters- not too shabby for an egghead.
Consider also increasing the cost of Armory weapons if you lower restrictions. Such increased cost would reflect the additional training needed for a Wizard to wield the weapon with any level of effectiveness. I'd double (or triple) this cost as a trainer would charge more for an unexperienced spell-boy.
As for the Helmet idea, that would make a fine house-rule as well in my opinion. The art of the game supports this idea, specifically with the Necromancer from The Wizards of Morcar expansion. I would double or triple the cost of a Wizard's Helmet to 250 or 375 gold coins so that the stlye and function was sufficiently acane; the Wizard doesn't have much to buy in the armor department, anyway.