So, I've got some thoughts on how one might beef up Power...without, hopefully, making evokers more powerful, because that we don't need! Which combination of these do you think might be ideal?
1. Modifiers for zones get subtracted from Power instead of adding to the Power cost
This essentially means that it is easier to control zone attacks, but still have the same power requirements. For instance, say a Wizard wants to hit two zones (-4)...
Power 5, Control 5 - Power drops to 1 because he's going after two zones. Can easily control it, doing 6 shifts of effect to each zone.
Power 3, Control 7 - Power drops to -1 from affecting two zones. Can't even do it unless he's willing to go up to taking 3 stress to get a Power 1 attack, though if he does that he does end up with 8 shifts of effect.
Power 7, Control 3 - Power drops to 3, can now control the Power just fine. Does 6 shifts of effect to each zone.
You might also decide to do a similar thing for extra zones for block...or even for duration on things like shields, which would give a really nice bonus to Power.
2. Limit damage on spell attacks based on your Power (maximum damage of 2x Power).
Basically, this would mean you can only do so much with accuracy - in the end, you also need the juice. So if you do a Power 3 attack, your maximum damage is going to be 6, even if your opponent rolls Mediocre for his dodge and you roll Fantastic on your Discipline.
I actually kind of like this - it seems to make sense - the only thing I don't like is how different it makes evocation from other weapon attacks then. But considering the weapon rating of an evocation attack can go way, way over what a mundane weapon can be, I don't think that's an issue so much.
3. No targeting bonus to damage on zone effects.
If you target a whole zone, you just do your weapon damage, no accuracy bonus, though it still is what the targets have to roll to dodge. This is another one of those things that makes sense, but does change things more than it seems - it makes Zone attacks all or nothing damage wise, for instance (though that may make sense too?).
4. Give some number of free casting for spells way below your Power.
People do sometimes complain about Wizards not being able to get off quite enough spells, anyways (though obviously it is far more than enough most of the time). So say that, once per scene, you can cast a spell at Power -4 for free. And maybe also once per scene at Power -8, Power -12, Power -16, etc, so long as your Power doesn't go into the negatives. This way, someone with a lot of juice has more staying power, but it doesn't make casters too much more lethal because the extra spells they can throw into the mix are at lower power.
Anyways, anyone like any of these tweaks? Or see horrible downsides to any of them?