Usual caveat: This is what I think would make for a good magic syatem in a club environment like TT, with people much like we have now. I don't expect everyone to agree - but experience suggests that about half the disagreements will be due to miscommunication, rather than true disagreement.
Collection of statements about the situation as I see it:
It occurs to me that I'm writing a bullet pointed essay. May as well run with this.
Combat magic should basically be completely separate from magic for indirect conflict. That makes it possible to meet the very different requirements of the two.
I think we should get more thoroughly away from the idea of magic as something that happens independantly of hitting people. I'm less and less interested in the idea of two people standing 30' apart yelling vocals at each other. It may even be possible to make an interesting RPS subgame out of it (Hmmm... Interesting idea, that - will consider further for resistances) - but even then, I don't want to see it. Right now, it's an exercise in gabbling fast, and knowing the system better.
The strength of larp combat is that you get the interesting tactical considerations, and effective randomiser, of actually runnign around hitting each other. The sort of syetem gaming required for cast magic is a layer removed from that, and doesn't add much. If I want to play that sort of thing, I'll play Ars Magica, which has a wonderful system, and can explore nuances in much more detail. (side note: in Ars Magica, the best tactis seems to be to stock up on magical defence, and then go and make mundane attacks, using your magical defence to run inteference. Please ignore this when considering above point).
So, in short, I think we should cut right down on ranged and wide type effects. Magic should, instead, be a source of combat tricks - and possibly also ways to redefine the conflict in your favour (some mass effects might manage this. Not sure).
This runs us into the problem currently facing the system: Combat tricks are amazingly powerful. This is mostly because combat is a way of doing damage very fast, and a combat trick generally invalidates the opponent's defence, reliably, for long enough to level them.
(I wonder what we could do with a minimum 3 second gap between taking one effect, and taking the next - enough time to disangage, and/or think. It would make everything into sparring, but it might enforce a more heroic style of combat. </aside>)
Anyway, this is mostly a problem because of the glass ninja issue, and because it makes it pretty much impossible to balance combat casters against stand-off casters. The glass ninja issue I shall come to, but I think the solution to the latter is to build the system on the assumption that almost everyone will be a combat caster. I don't really care whether they get their tricks from 'skill', or from magic. /LinearSystem went along these lines, although I don't think it's quite there yet, due to the glass ninja issue I'm coming to.
Oh, aside on power growth. I'd like to see a move towards a model where the base ability is higher, and the cap lower (say, start on 4/2 singles with 2 DAC, and work up to 10/5 ambidoubles with 4 DAC, in current system terms - the point being that it's just not interesting to have larger variations, since the combat is then just tactically uninteresting, and safety considerations tend to mean that weapon-trapping and a mass bundle will win the day).
So, defences... Combat tricks could really benefit with some finer divisions of success than 'works' and 'doesn't work'. Either in terms of chances, or in terms of actual resistance. People consider broad-spectrum immunity, even limited-application, to be really scary - partly because it invalidates combat tricks you had to spend a lot for, and partly because it will kill a trick-user who isn't expecting it.
Getting rid of the culture of expecting a trick to work will help there, but that's not going to get around the problem of total immunity itself being a very good combat trick, which probably wants not to be widely available.
So, one rather crazy thought is to return to the RPS idea above (Rock Paper Scissors), and let people declare a per-encounter defence (say, scissors) - then have people attacking obliged to use one sort of attack or other - the result giving full/partial/no effect, in the obvious fashion. That lets people work out what to do next time, and adds a tactical subgame.
I think the game would be more interesting with a 5 point colour wheel, with each colour having itself (strong effect), two adjacent colours (weak effect), and two opposed colours (no effect). You then give people mechanical incentives to optimise towards particular colours, and it becomes possible to guess what colour the opponent will use if they are optimising their own behaviour, and thus defend against it.
I don't know if the above is *actually* a good idea, but it does seem a way of getting randomised resistances in, which is otherwise a hard proposition.
The other solution is to have partial resistances available, of course. It doesn't help that (say) strikedown 30 is a very different beast from strikedown 5, in terms of how you should make best use of it (leave them along and hit another target first versus pile in for the kill), so you'd need a good system of feedback, or it gets messy.
Damage effects scale with level, status effects don't. I've had this rant before. They should. (Or, alternatively, damage effects shouldn't, a la fest systems - but since the fundamental unit of club larp is one person, rather than one mob, the granularity might be worth the effort).
Anyway, that wasn't my thought.
My thought was sparked by a joke Ian made, paired with behaviour of various classes in Warcrack (notably the paladin, and possibly the deathknight) - who charge their swords with some sort of effect, and then hit people to unleash it.
Now, this isn't actually a bad idea for larp. It's a useful combat trick, but (unlike a 'for 5 minutes' effect, it's quite possible to balance.
It leads to the idea of casting being all, pretty much, about putting limited effects into items - to give you combat tricks.
So you might have a tree or three of effects to put into melee weapons, and some for shields, and some for armour, some for clothing, some for protective thingamanjigs. Then some for battle standards, as well.
You end up with a whole bunch of effects which are physrepped by 'I use this item, and we pretend it has more effect than usual', rather than the present 'imagine that a ball of fire is shooting out of my hand' - and that also deals with most problems of people just not noticing vocals (fest systems strongly limit spell numbers for that reason, I believe - but casting in mass combat in TT is just a joke right now).
I reckon it could actually work on the current system with a bit of a syllabus change, although I'm not necessarily advocating that (then again, we are intending a syllabus rewrite for Christmas, so why not?)
You could, of course, have long-term enchanting of items, as well - but that should be considered a question of how you balance item creation and use, which is to say combat power, rather than a question of how the magic system works.
So, to conclude:
I do not like 'everyone is a combatant' because I thoroughly enjoy being a noncombatant - running around at the back ready to occasionally cast something at someone. I like the current point and click magic system because you can do things like 'nerf your running-faster-than-me advantage by halting/repelling you'. I think it is important in a club environment like TT to have a range of classes requiring different sets of hard skills, not all of which involve being physically great, and I think point and click magic supports that better than your ideas. I am especially nervous of them coming from you, because you have quite good running around and fighting skills and you may not always appreciate that other people don't and don't really want to develop them but would like to have fun and play something effective anyway. --ChessyPig
I'm all for adding more "combat tricks" to the magic system, but surely advocating "combat casting" encourages the annoying "step back gabber vocals to rebuff weapons/armour" tactic?
Also given the vast gulfs in hard skills and the lack of any real incentives in practice for linear parties to protect their weaker members I don't see "forming a line to protect the casters" happening. --Tristan