One thing is the magic, and schools and shards, all seem like great ideas.
But I would really like to see it expanded. And not just cost extra points to buy specializations at creation.
If War of Magic is the title. It would stand to reason that, magic should be a viable method to encounter battles in WAR.
One of the great things about 4th edition D&D. Was that they made all characters able to do something every round. And also feel distinct and different from the others.
While this is not D&D 4th edition. We can certainly learn something from that fantastically well balanced system.
The equivalent of powers. Attacks as they were.
Level 1, you get to choose 2 At-Will Attack powers, 1 Encounter Power, and 1 Daily power.
Now why did they do this?
Because as you go up in levels you start filling in your powers with new ones, and eventually replace older powers over time.
But this can apply here if we look. Depending on your class, you would get to choose your bread and butter powers. For example, Fighters, depending upon your base specialization, get certain benefits from those powers.
Like taking Invigorating Strike, where if they hit the opponent they get a lot of temp HP's. And if they miss, they get a smaller number. So it would make sense for one of their powers to be Invigorating Strike. But then they have a ton of other options, as well, are they sword and board, or two weapon style, and so on. Maybe they take Tide of Iron, hit an opponent and push them back a square, and you move into that square if you choose to.
Or take Wizards, in this version of D&D they are controllers, people who control the battlefield, dictating how it flows, for their allies. So they may take the standard Magic Missile, that does damage. And say a scorching burst, a little aoe fireball. Or maybe they take Nightmare Eruption and Thunderwave. The point being, there should be options right up front. Their bread and butter powers.
The encounter powers are only good once per that fight, and do a bit more damage, or some other controller aspect. (Depending upon class)
And Daily powers are the big guns. These spell are something that doesn't get used in every fight, but when they are, they have great impact in most cases.
But one thing we can learn from this approach.
The game is supposed to be fun, and even at first level it should be fun and you should have power at your fingertips separating YOU from the other normal people.
If these sovereigns are the only ones with starting magic, then they should start with it. They should have an alternative to needing a sword or staff. They should have magic spells that they can put in slots for their battle powers. And as they gain in levels they learn new battle slots, and get more powerful spells.
And then save the world altering ones for powerful rituals. Rituals that aren't done in the tactical battle scene.
That's what I would like to see be looked at. Separating tactical battle spells from the other spells that change the land, and affect many people or summon powerful monsters to do your bidding.
I can't express enough how important it is that Sovereigns start off with spells right in their hands. That are a replacement for weapons. Be it Wizard's Fire, or something else. But they should have a few options in the Tactical Battles to be tougher.
One thing about 4th edition D&D is they really streamlined the thoughts of making sure Everyone has fun, immediately right at level 1. And then as they gain in power, the player gets to enjoy it more and more. As they become really powerful, and eventually deity level strength.
They also broke the concept of classes into three phases. The early Heroic level tier is the player figuring out their identity and fighting smaller creatures, saving villages from rampaging monsters, saving the damsel in distress. Then you get to the national level as a Paragon. You are much more powerful than those lowly darklings. And you've also specialized at this point into a specific path which gives you distinct powers, like Blood Mage, or Battle Mage, Unseen Mage, or for barbarians, Bear Warrior, Frenzied Berzerker, Twinclaw Slayer, Winter Fury, Tribal Champion, and so on.
And then.. there is the Epic level tier, such as Chosen, Demigod, Avatar of Io, Prince of Hell, Godkiller, and so on. It's setting up the final tier of gameplay, and this is the time when the character's essentially going for the gold. Conquering the world, slaying the gods, reaching their final destiny.
Now I'm not saying that all of that is a must have for this style of game. But I think a good portion of it could be applied, or learned from. The sovereign if they are the great hero for their kingdom, then they should have powers right off the bat. And be good at using them. And then grow into the more powerful stuff as it's learned. And I really would like to see a difference between tactical spells and ritual powerful spells (stuff that is outside of combat). But I really want to see that if it's possible.