I'm not talking about balancing issues between "classes" (which can be solved through iteration), I'm talking about balancing issues between high-level and low-level abilities, IN GENERAL.
This is an Ultima VII-like RPG. There is no such thing as world map vs combat here. It's a fluid experience. Furthermore, virtually all CRPGs give you more advanced ad powerful tools as you grow up, and this is good, because this way players feel rewarded for their advancements.
Point is: How to prevent high level characters from casting exclusively high level spells/abilities? The answer is: "Limiting their use through mechanical features", like the ones I listed in my previous posts. And a second answer could be:"Implementing a feature that prevent low-level abilities to become obsolete".
More rounds to cast high level spells/abilities is a good mechanic. It's a trade-off (my point n.3), but what if it's not enough? Gameplay comes first. Lore second. You can't renounce to an useful balancing tool just because it doesn't fit the lore.
You change the lore. Problem solved.
Last edited by Baudolino05; 27/12/13 02:06 PM.