[quote=Atgxtg;2778]Not in an of itself. As long as the campaign does not revolve around combat ala D&D, then aqny sort of "niche" will work. For instance, in one SB campaign I ran, the Melnibonean passenger and the captain of the ship he was on had a disagreement of the terminal kind.
The PC with Shiphandling proved to be very valauable. Just give the character something else to do that is important besides combat, and then combat won't be so important to the group.
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I don't think on the whole that's simply true; and the reason I say that is that even if useful outside of combat, combat both tends to be too intensive (the mechanics are more specific and detailed) and more critical (combat is much more likely to be life and death, at least in most fantasy subgenre) than most other endevors. And of course, it still doesn't deal with the issue that a fighting specialist is as combat oriented if not more than a mage, so anything that ignores the combat contribution of the latter will do the same of the former.
(In addition, in some cases mages are better at _non_combat actions than their specialists; a mage can end up being a better intrusion specialist than most roguish types with the right spells available, for example).
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Even with Magic World, mages are limited by thier POW. Make them spend a lot of POW in a short time, and they run out of energy. Even a Magic World wizard with a 17 POW and POW 17 staff can "only" throw a dozen 3d6 damage spells before being utterly wiped and defenseless.
Thorw a couple of quick encounters back to back and the mage starts to run out of ability. Not just for offense, but in all areas of magic.
A good warrior doesn't loose ability as quickly. Barring injuries and normal fatigue, he can fight at full effectiveness all day long.
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But of course you can't really ignore those, particularly the injuries. I agree it isn't as severe in Magic World as in many versions of RQ, because there's a very limited set of sources of additional mana.