If a fireball hits you it is hot and made of fire. If a "Kill you with a fire effect" spell hits you, you take X Fire damage and die.
One is balanced simply because the implications of a fireball are handled with realism and not given an arbitrary effect (If you moved your hand through a fire fast enough you could even get away with not getting burned, an actual fireball isn't as powerful as videogames would make you think). While the second is abstracted for simplicity (Fireball does X Damage)
I see. That's not a problem unique to magic, though. In something like Dungeons and Dragons, everything is abstracted like that. A dagger does 1d4 damage. A masterwork dagger does 1d4+1 damage. In the real world, a dagger cuts you. DF is pretty good at this, generally. It's not necessarily the least bit balanced, though, just because it's realistic. Real world has many things that could be loosely categorized as fireballs, and most of those are pretty nasty. Something basic like a Molotov cocktail, for instance, has no blast radius to speak of, but keeps burning for a while after exploding, and produces toxic gases that become a problem if you use them in confines spaces. Back in World War II, they could take out
tanks if you hit the cooling grills so the burning fluids could seep inside. Then you have napalm, white phosphorus, high explosives and ultimately nuclear weapons.
I would certainly prefer magic fireballs that make some kind of sense over the D&D fireballs, but making sense does not mean that they're not overpowered.
It is simple, if you want to put limitations on magic it should be because you want to present magic a certain way. Magic itself can be adjusted to balance itself. If you already have limitations that stem naturally from the way magic is used in the setting then that limitation can also be adjusted and compared.
I mean you are aware you are doing it too right "Just live with horribly unbalanced magic?" may I add, why is it unbalanced? Why does it have to be unbalanced? Why is it that the only way to balance this magic is to add artificial unrelated effects that ape logic without actually being logical?
In this instance, the magic is unbalanced because I am talking of a hypothetical scenario in which the magic is unbalanced. That's really the only interesting one, in my opinion. If magic is balanced already, it isn't really necessary to do anything to it.
What do you mean by adjusting "magic itself"? What else would you adjust? Changing the world to fit your magic system, making swords and bows arbitrarily more or less powerful to scale with fireballs, sounds like a really ass-backwards way of doing things, and I haven't really seen anyone suggesting that.
When someone suggested a while back that mages not be able to use weapons or wear armor because he wanted wizards to be the wizards in his stories I rejected it on the grounds of being artificial and that its idea couldn't be supported by its internal logic (as well I stated that this is based upon wizards in fiction who tend not to use armor and weapons either because they are noncombatants, they don't need it, or it isn't useful). That if he wanted to suggest such a system that it needed to stem naturally from the simulation or rather from what magic essentially was.
Yeah, that sounds pretty silly. I didn't know that someone was saying that. Must have missed it.
And by 'Unbalanced magic that must be balanced" I mean I am against the idea that ALL magic is unbalanced magic that must be balanced through extra systems. My belief is that magic can be balanced internally within itself and thus the scope of discussion must include how magic itself is balanced rather then how affecting those who practitioners magic balances it. Thus conversations can escape "How can we stop wizards from being good at magic and combat so they aren't unstoppable" and actually present the idea of "How much should a spell change the tide of combat? How does this affect the narrative and simulation?"
Are people even saying that, though? I don't know if you're referring to some specific post here, but my posistion is that tossing D&D fireballs would just be
boring. Been there, seen that, got the burns. Magic should be SPECIAL because SPECIAL magic is more interesting. Thus, beating up dragons, performing obscure rituals, invoking evil death gods, magic not being too flashy, aura of mystery surrounding everything.
I do like the idea of magic in dwarf fortress, but with the amount of detail the game goes into with other things, magic in my opinion is just to big to be implemented in such a style that it fits in with the game. There would have to be loads of different skills for each type of magic and I think time developing the game should be spent on improving implemented stuff, bug-fixing and implementing already planned things. Not that I'm saying that nothing new should ever be planned or added, just that I think magic is too big and time consuming to be put in anytime soon or even in a long time.
Haha! Yeah. Magic is definitely in the "eventually" column of development. Back in the old dev pages, it was listed as a post-Version One goal, along with things like a proper graphical UI meaning that Toady would get right on to it as soon as the game was otherwise finished. I think it's still fun to argue about it.