Flash wrote:Well magic items where always super rare in TDE and the permanent AE loss reflects that. So the rules makes sense when you take the history of TDE in context but is rather bad when I look at is as a pure system mechanic.
Flash I understand very well that the setting parameters, in this case regarding magic and it´s rarity (at least in terms of artifacts), may have an impact on the mechanics level, but this is totally out of proportion. We are not talking about super powerful artifacts, capable of wreaking havoc to countless lives. We are talking about artifacts that simply serve to store spells cast in advance to be released later, for instance. Having this imparting a permanent loss to a mage is not reasonable, at least in my mind.
If artifacts were to be rare there are many other, more reasonable and proportionate, options. Make such rituals VERY HARD to learn, needing very expensive and rare ingredients, steeper penalties to the ritual check unless cast in the utmost positive conditions, make the recovering of AE used to power this rituals harder, with a much slower rate... e.g. 1 every 1d6 or 2d6 regeneration phases, or a mechanic like I mention in my other post... e.g. the AE points "permanently" lost, =10%, would only be temporarily lost, recovered as soon as the spell stores was released (in case of self-chartable said AE would again be sucked from the magician at the time of charging, and so on).