to fix the mage's weaknesses, two minor changes would suffice in my opinion: first, setting
the fPCbaseMagickaMult GMST to 2 instead of 1, and second, to introduce natural magicka
regeneration. much like oblivion actually; yes, i know... but not everything's bad there. i never
played it though. regeneration would also lower the usefulness of the atronach sign in your
preferred manner: adding a bonus to all the other signs instead of adding a malus to the
atronach (or more precisely: making the drawback of that sign into an actual drawback, as
intended).
as i'm sure you considered both of these changes, i'm anxious to hear your thoughts about
it and your arguments against it
This is one of those things where my old-school gaming origins are going to be really apparent. The original Final Fantasy, for anyone who's played it, is a perfect example here.
Simply put, I come from a time where magic was something you had to conserve, because your reserves were *extremely* limited. In a game like Morrowind, obviously, taking such a hard-nosed approach would be a lot less desirable because of the increased number of functions served by magic (instead of it just being a way to deal a little extra damage or heal thyself). I agree that it should at least be easier than it is in vanilla Morrowind to come up with restore magicka potions, but I disagree completely with the notion of magicka regenerating over time for the same reason that I disagree with it for health. Even in very small amounts, it completely cheapens the idea of conserving magicka at all by pretty much destroying the whole mechanic. I loathe how so many modern games make a strategy out of ducking for cover and waiting for your health to magically refill itself, and I'd be just as sickened to see the same thing done with what is essentially your ammo.
This, of course, leads to the ultimate problem that it's very, very hard to make it as a pure mage because your maximum amount is so low compared to the cost of spells. Accepting this means accepting the following:
*If you're going to play as a character who relies on magicka as a form of offense, you're going to need to play as a magicka-oriented character and/or take a magicka-oriented birthsign.
*Even taking the above into consideration, starting out as a pure mage is going to be considerably harder than starting out as a warrior
Both of these hold true for pretty much any other RPG I play, again citing the original Final Fantasy as a prime example.
Another thing to consider is the re-balancing of spells I do in the "Spells" plugin. I made many of my edits taking the generally-limited amount of magicka available to many players into consideration, and thus made it a point to make lots of cheap, useful spells for each magicka school. The ones that are more expensive are the ones I consider to be much more powerful, and thus don't really have a problem with them wrecking your magicka reserves by being cast. The emphasis - particularly early on - will go into learning how to wisely use the cheaper spells, which is also good in the sense that it allows those spells to remain useful even long after you've acquired better ones.