
His world building and rules for magic are spot-on. If you're going to have a magic system, it has to be well enough devised that people don't feel like you're using it to asspull or deus ex machina out of a situation if you hadn't already established something.
XIV does a fuck-awful job of this, for example. I've vented before about how dumb the teleporting mechanic is and I maintain that; We can use it in the plot when things are convenient, but never any other time. Healing magic, too, isn't particularly well handled between in-game and in-lore situations (looking at you, every major NPC death in the MSQ!).
If you're going to allow supernatural powers into your setting, you have to let them perform as you'd expect unless you've got extremely specific reasons why those things don't work. I can also recommend Sanderson's takes on world-building (and his books if you're not reading them) since he does a very good job of following rules through, barring a few half-retcons in a number of situations.
XIV does a fuck-awful job of this, for example. I've vented before about how dumb the teleporting mechanic is and I maintain that; We can use it in the plot when things are convenient, but never any other time. Healing magic, too, isn't particularly well handled between in-game and in-lore situations (looking at you, every major NPC death in the MSQ!).
If you're going to allow supernatural powers into your setting, you have to let them perform as you'd expect unless you've got extremely specific reasons why those things don't work. I can also recommend Sanderson's takes on world-building (and his books if you're not reading them) since he does a very good job of following rules through, barring a few half-retcons in a number of situations.