but 8th by no means have a great magic system as it is.
but it was only made for roughly 2500 point games and flawed on more levels
I can't really speak on this as 99% of all the games I've played have been at an even 3000pts. The only time I recall playing at a lower point total was as part of a 2000-2000-2000 point team up. And even then we implemented a house rule that the selection allowances were across the team as a whole, so it was more like a 6,000 point game. As such, you might very well be correct in this regard.
Do others feel that the 8th edition magic system failed at sub 2,500 point games?
@Lord Agragax of Lunaxoatl @Killer Angel
No reliability, potentially wasting points on magic through spell selection
I like it that way. Magic in the Warhammer world is fickle. I've always found it to be reliable enough without ever being a sure thing. It also made models with access to loremaster that much more special.
and a rather hard cap on point investment of wizards
How so? I've seen huge variations in magic investment in the games I've played. From no wizards to dual level 4's supported by lower level wizards. I've always found my sweet spot somewhere in the middle of those extremes, but the game was fairly flexible while restricting people from going completely overboard.
lv4 wizards being way better than lower level wizards
As it should be. Choosing a level 4 (specifically at point levels where running dual lords is not possible) represents a greater army focus towards magic. Choosing a level 4 in such an instance means sacrificing the combat potential of a combat lord and the superior leadership they offer to your army. Personal taste, but I don't want to see 3 skink priests equal the magical might of a single Slann.
If multiple level 2's could easily match a level 4 wizard, then there wouldn't be much reason to field a level 4. Multiple lower level wizards can be in more places on the battlefield, are harder to remove than a single character and offer redundancy should one be killed.
irresistible force is just not a great mechanic, miscasts either being too forgiving or too harsh
This is where my suggested tweak would help....
Additionally, I'd entertain the idea of limiting spell #6 Nuke spells to level 4 wizards and increase the danger of miscasts when casting with 5 or 6 power dice. Now if the player wants to cast the big spell reliably, it comes with a big risk to his expensive wizard.
Limit the miscast risk when casting with 2-4 power dice (remove the chance of the wizard being cast into the warp and limit a potential Power Drain to the loss of a single wizard level).
Conversely, increase the miscast risk when casting with 5-6 power dice (allow the chance for the wizard to be cast into the warp and keep Power Drain at d3 lost wizard levels).
Additionally, you could have your opponent be able to shift your miscast table result depending on how many power dice were used
- +/- 0 for a miscast resulting from 2-3 power dice used
- +/- 1 for a miscast resulting from 4-5 power dice used
- +/- 2 for a miscast resulting from 6 power dice used
This would completely change the cost-reward dynamic of casting. The enhanced risk would limit the number of times that players would throw 5-6 dice at a spell and consequently you'd see less irresistible force castings. Also, the punishment from a miscast would be much less random and more in line with the risk the casting player was willing to take.
Keep in mind I'm just spitballing ideas here. All this could be refined until we found the right balance. Or choose another simple mechanic.
bound spells being useless most of the time
I wasn't a huge fan of bound spells either... with a few exceptions (like innate bound spells).
In the end, I guess we have very different opinions on the quality of the 8th edition magic system (and that's okay). I'm in far more agreement with
@Killer Angel that a few uber spells needed tweaking but not much else. At the end of the day I love the 8th edition magic system because I had fun with it. A simple reason, but the most important one. It was easily my favourite phase of the entire game.