While I'm at it: I've got a lot of question concerning the Magicka pool ("Are you serious!?"). Now of course I'm always pointing then to all optional files to make it like in Vanilla. Nevertheless today I'd like to say a few words about that. Warning - this will be a bit of boring math now!
Magicka is a currency. You're buying spells with Magicka. Now when comparing Oblivion to Morrowind, you'll see that you get for the same amount of Magicka in Morrowind much stronger spells. So Morrowind Magicka has a higher value than Oblivion Magicka. What I'm doing is to change many aspects of Oblivion's Magicka currency - to put it bluntly, you can't easily compare them, because the currency has also another value.
Let me give you an example. And let's use an armored Altmer with Mage birthsign for it. When
everything is maxed out, his Magicka is 350 in Vanilla and 1000 in RBP. Now let's say he wants to cast spells doing 100 fire damage, and his destruction level is master.
-
Vanilla: One spell costs
87 Magicka. He has enough Magicka to cast
4 of them.
-
RBP: One spell costs
190 Magicka. He has enough Magicka to cast
5 of them.
As you see from this example, because of many changes to how much Magicka is worth as a currency, it's only
20% more Magicka, not 200+ %. But wait, what if the Altmer goes unarmored?
-
Vanilla: One spell costs
82 Magicka. He has enough Magicka to cast
4 of them.
-
RBP: One spell costs
143 Magicka. He has enough Magicka to cast
7 of them.
Now there's a reason to go unarmored

. This time he's got
75% more Magicka - which is still much less than 200%.
So why all these hassle when everything is only altered slightly, just with higher values? The thing is, it's not. While I did find magic due to Magicka pools in very high levels playable (like the examples given - as you see, the difference is not that high), I found magic due to Magicka pool in lower levels next to unplayable. Now let's take a look at the same Altmer,
when all his stats are at 60 (which means a Magicka of 270 in Vanilla and 550 in RBP). This time he wants to deal only 35 points of fire damage. Armored, as ever:
-
Vanilla: One spell costs
80 Magicka. He has enough Magicka to cast
3 of them.
-
RBP: One spell costs
92 Magicka. He has enough Magicka to cast
6 of them.
Now it looks a bit different, suddenly he has
not only ~20% more, but 100%! And now let's take a look at him when he's unarmored!
-
Vanilla: One spell costs
75 Magicka. He has enough Magicka to cast
3 of them.
-
RBP: One spell costs
69 Magicka. He has enough Magicka to cast
8 of them.
And now he finally has
around 165% more Magicka. Now considering that at this skill levels for most enemies he usually needs five to ten spells, he atleast has enough for one of them. The rest? Well, there's regeneration. Which also plays a major role, but isn't the topic now

. I think my changes are making magic depending characters playable in medium levels (where I think they're seriously lacking Magicka in Vanilla), while not overpowering them in higher levels - where they were playable imho.
I just hope that helps to prevent some of the "are you serious!?" PMs.
I am. There is a lot of math and playtesting behind these values. And there's more to them than just "when maxed out 1000 instead of 350 Magicka, that's br0xx3|\|!"

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