I tried something recently with my group I thought I would share: Cost Based Attacks.
While much of ICRPG handwaves cost for simplicity, it always bothered me a bit that magic could be cast in a nearly unlimited fashion and was, as it seemed to me, overpowered within basic ICRPG. So, I pulled something from the real world and introduced higher costs depending on the nature of the attack, using Hankerin’s “coin” for inspiration.
Melee weapons have a single cost, can be used in an almost unlimited fashion, but are close range. Arrows are further range, but you only get 4-5 for a coin. Bullets are further range and do more damage, but cost 1 coin each, and spells can also be ranged and do more damage in general than bullets, but may cost 2-3 coins per spell charge used when casting.
Throw in the equivalent of a quiver, magazine, or yog crystal that can hold limited ammunition, and it adds in the limited resource concept forcing players to make choices. It also seems to balance out, in my limited experience at the table with it, the different play approaches, so it really feels like spellcasters are equal with their melee counterparts, without the need for artificial nerfing by making them physically weak, etc. It just comes down to economics and preference.
I’m sure this concept is not new, but wanted to throw it out there and see if there were any other recommended tweaks I could use to improve the way it plays. Thoughts? Thanks in advance.