>>95862084Not in my system. Magic is either support (so the martials are even better than they already are) or damage (which gets an innate debuff compared to martial weapon damage, and full casters reduce their damage with weapons by two dice tiers, meaning that even with a 5 in a weapon skill a full caster will do at most 1d8 while a martial can attack up to three times per turn and sling out 3d12 damage per turn, more if they use their AoE abilities and potentially even more if they're dual wielding or have certain features, whereas casters don't get the radius AoEs until the endgame, so no fireballs until you're level 17 or higher).
Full casters don't have free damage like in 5e/2024/pf2e either. All the cantrips are utility based, and generally for magical shit or parlor tricks. You MUST either use a weapon or spend MP to do damage as a caster, and you will always be one step behind a martial in terms of raw output, and the MP costs are twice the circle of the spell (i.e. 5th circle components, as there are no pre-made spells, you build your own via components, costs 10 MP per component, compounding of course).
Full Casters also get the fewest skill increases and stat increases, wheras full martials get a +1 to a stat and a +1 to any two skills they want at level 2 and every 2nd level beyond. If using the Perk variant rules, Martials also get the most perks.Finally, there are no Shield/Misty Step/Forcecage type spells in my system and casters are extremely squishy with the inability to wear armor to boost their defense checks and incredibly low HP.
And while casters can eat shit, as they are faggot nerds who deserve to be bullied, for the sake of game balance I am keeping an eye on them for when I run the system here in a few months (after one of my regulars finishes running a game). I've already had to buff the number of stat and skill increases they get and bump their HP Recovery die from a d4 to a d6 just so they don't explode turn 1.