I'm mostly in agreement, though I think non-casters did have more narrative power prior to 3rd Edition - the assumption that characters would eventually attain a level of power (such as a lord with a stronghold), and would have followers and influence, gave them a certain amount of narrative control.
Regardless of edition, most such influence comes from three things:
-Player ingenuity;
-Character skills;
-Magic items.
Spellcasters basically get to add a 4th category (spells), which also tends to be more potent than the second category, and more available/renewable than the third category. The first category is hard to define, as it often comes down to how much the DM is willing to work with the player to let them accomplish what they are aiming for. It also tends to be connected to the other categories - a creative character with the right skills and magic items can do interesting things, but a creative character with the right skills, magic items, and spells, can probably accomplish even more.
Limitations on the spells, in the past, came from the cost of them - both in terms of in-character time and money, potential limitation on spell components, and even direct costs from spells that could age the caster or go wrong in other ways. It also had the underlying cost of playing a theoretically frailer character than most others, and the dangers that entailed - though by higher levels (especially in 3rd Edition), the right spells could mitigate or even completely remove that weakness. Other hidden costs include the actions it takes to cast the spells - another area where I think this could be mitigated in 3rd Edition, either from casting lots of spells in rapid succession (via quickened spells, haste, familiars, contingencies, etc) or by extending durations of spells in various ways.
Many of these limitations, meanwhile, are ones not heavily enforced, or are wildly erratic between campaigns - some games will have tons of downtown for spell research. Others, none at all. The vast majority of DMs won't bother with micro-managing spell components other than the ones that are rarest or most expensive.
I'm not really sure what my conclusion is, here. I think many games can run with a wizard who contributes to the party without overwhelming other PC's efforts. I think that a wizard's capability certainly can become an issue for the DM and other players by later levels, especially the more system mastery the caster's player has. I think that solutions exist, whether consisting of in-game limitations (an urgent plot and stingy DM keeping the wizard from learning too many spells) or a system restriction on power level (such as with 4E.) And I think there certainly are some players who like or even indulge in wizards that can overwhelm the rest of the party, and that style of play can fit some campaigns if everyone is happy with it.
Regardless of edition, most such influence comes from three things:
-Player ingenuity;
-Character skills;
-Magic items.
Spellcasters basically get to add a 4th category (spells), which also tends to be more potent than the second category, and more available/renewable than the third category. The first category is hard to define, as it often comes down to how much the DM is willing to work with the player to let them accomplish what they are aiming for. It also tends to be connected to the other categories - a creative character with the right skills and magic items can do interesting things, but a creative character with the right skills, magic items, and spells, can probably accomplish even more.
Limitations on the spells, in the past, came from the cost of them - both in terms of in-character time and money, potential limitation on spell components, and even direct costs from spells that could age the caster or go wrong in other ways. It also had the underlying cost of playing a theoretically frailer character than most others, and the dangers that entailed - though by higher levels (especially in 3rd Edition), the right spells could mitigate or even completely remove that weakness. Other hidden costs include the actions it takes to cast the spells - another area where I think this could be mitigated in 3rd Edition, either from casting lots of spells in rapid succession (via quickened spells, haste, familiars, contingencies, etc) or by extending durations of spells in various ways.
Many of these limitations, meanwhile, are ones not heavily enforced, or are wildly erratic between campaigns - some games will have tons of downtown for spell research. Others, none at all. The vast majority of DMs won't bother with micro-managing spell components other than the ones that are rarest or most expensive.
I'm not really sure what my conclusion is, here. I think many games can run with a wizard who contributes to the party without overwhelming other PC's efforts. I think that a wizard's capability certainly can become an issue for the DM and other players by later levels, especially the more system mastery the caster's player has. I think that solutions exist, whether consisting of in-game limitations (an urgent plot and stingy DM keeping the wizard from learning too many spells) or a system restriction on power level (such as with 4E.) And I think there certainly are some players who like or even indulge in wizards that can overwhelm the rest of the party, and that style of play can fit some campaigns if everyone is happy with it.