It says that it's balanced around the thing it specifically tells you NOT to do?
That sounds... highly implausible. I've just skimmed through the Encounters section of the 3.5 DMG again and I'm not seeing anything to back you up on this one.
From the SRD:
Challenge Rating
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.
In more detail, IIRC a CR equal to the party is meant to be the level of challenge that will make them expend 25% of their daily resources. It tells you not to do every fight like this because that gets
tedious. It's bad DMing because it's boring. And that's why the DMG tells you not to do it. And it
needs to do it because it is an easy trap as that's what the system is supposedly balanced around.
Or what is your belief in what CR means?
When you make ridiculous, non-factual claims like this, it makes it very difficult to discuss anything with you.
Given that you seem to want to define the meaning of words and phrases the way you want to rather than by their orthodox meanings (for instance you claim things to be spherical cows when people have observed and experienced them - spherical cows being theoretical constructs based on impossible simplifications), I'm not surprised you have problems discussing things.
(3) In general, the attitude from NeonChameleon seems to be, "All the fighter can do is fight!"
All the fighter can do is fight.
And he can't even do that especially well. The part of fighting the fighter is good at is
hitting people. Not controlling the battlefield. Not strategy. Not tactics. Not logistics. Not morale. Simply the mechanical motions involved in weapon meeting face.
Well... yeah. It's right there in the name of the class. If that's not what you want to be doing, then you should play a different class.
The Leverage RPG arrived from Amazon for me yesterday. You know the name of one of the classes in there? Hitter. He hits people and does it well as the name would apply. But, unlike the fighter, he's a professional at dealing with dangerous situations - and has things he has learned other than how to hit people. This is the approach I like. People with a good basic level of competence. And with stuff they've picked up along the way.
It's like he's got a screwdriver in his hand and he's caterwauling about how awesome nails are and how lousy the screwdriver is at pounding them.
It's like he's got a screwdriver - when everyone else has an entire toolkit involving screwdrivers, hammers, saws, etc. Yes, it's a nice ratchet screwdriver. Shinier than the bard's - and doesn't need to spend time on the charger unlike the wizard's electric screwdriver. Most people get a toolkit (for the moment we'll ignore that the monk's toolkit is unfinished and will give you splinters unless you wear heavy gloves). The fighter gets ... a screwdriver.
I'll start with a disclaimer that you may simply consider a dodge, but I do not. In a great game, everyone should have times to shine but there is no need whatsoever for everyone to shine equally at all times. If you play a fighter and want to be equal to a bard in social events then you are either being foolish, or you are setting up an interesting distinct challenge for your self.
But, you didn't say "equal to the bard", you just said better than a commoner.
I did. Because that to me is the heart of the problem. There are 36 skills (not counting subspecialties) in 3.X (Pathfinder has, to its credit, fewer). Fighters get 2+int mod skill points per level and a pathetic skill list.
D&D game are generally about conflict. I think we can agree with that. And generally, the idea of physical combat is near. You may be talking with enemies for whom a fight is potentially imminent.
And, pray tell, why would the fighter be more relevant than any other class here. After all,
everyone can fight. And the rogue might even be able to give you advance warning.
You may be talking with allies about an upcoming fight.
Something the fighter isn't inherently good at.
You may be talking with a neutral third party about any variety of issues.
Issues outside axe meeting face? Would knowing about them be Int or Wis based? Either way there is no inherent reason within 3.X that the wizard and the cleric wouldn't be better at them than the fighter. (The fighter can't even take Profession (mercenary) as a class skill).
And in any case the fighter brings being a serious force in combat to the non-combat situations.
So does every other class. PC
Bards are a serious force in combat. Not
quite the force fighters are, but certainly not insignificant. (And if you're talking about it to potential allies, Inspire Courage may well add more than the fighter does).
I don't WANT fighters being implicitly good at non-fighting things. I don't consider arguing that they are not a meaningful point.
The first problem is that they aren't good at fighting things other than direct physical combat. The second problem is that they aren't even particularly good at that by the standards of other classes. If the classes were the Leverage array of Hitter/Hacker/Mastermind/Grifter/Thief with each having a separate role then I'd see your point. But in both 3.X and 4e, the role of every class is combat. By talking about fighters in the way you are you are saying that their only role is a role shared by every other class.
I specifically said that commoners, imo, have no implicit reason to improve in combat ability and every class should be commoners, except for where they get better as part of the class concept.
Here I strenuously disagree. In ten levels, a wizard who goes adventuring will probably have used his staff to defend himself from orcs, goblins, ogres, the occasional dragon, footpads, highwaymen, possibly a few demons, and much much more. If he isn't fitter, tougher, more battlewise, and generally better at hitting people over the head than a first level wizard, I want to know why. And that tenth level wizard
is still less dangerous with a staff than a first level fighter. (Unless he's put some work into it). So the whole idea of wizards hitting people over the head with their staff never comes up in practice.
And this, I think brings us to the root cause of our disagreement. Your character concept starts with the word "Wizard". My character concept has the word "Adventuring" as the first word. So you get the Adventuring Wizard, the Adventuring Cleric, etc. Yes, there is no reason the average wizard shouldn't be a total klutz with no competence at all with a staff. He also probably sits in his tower, researching or writing heated exchanges and sending them via crystal ball to other wizards. Or possibly summoning succubi or watching them on crystal balls. For games of D&D he is also an NPC. As is the cleric who tends his flock and hasn't ever seen a weapon drawn in anger - indeed when he shows up everyone puts down the swords out of sheer embarrassment. Not at all the same thing as the cleric who goes into the crypt to face down the undead. And that is why I'm glad 4e PC classes are for PCs only.
Wizards who want to get better at actual fighting have ways to do that.
Wizards who
don't want to get better at actual fighting should stay away from adventuring.
I disagree that you have covered all versions of Merlin that have been generally accepted. But I could also point to Pug and Thomas, or any vast number of D&D novels which are steadily consumed.
The exceptions that prove the rule. Fictional wizards who are like D&D wizards tend to be D&D derived.
The "pseudo-diceless" point is interesting. The tone I read into what you say there is negative on this.
There is if it's used too heavily. You end up with the "Shadowrun Decker" problem. Pseudo-diceless takes a lot of time and a lot of focal time if done heavily.
Yeah, pseudo diceless happens all the time. A commoner and a fighter may have exactly the same *game system quantified* skill in Intimidate. So they have the exact same chance of successfully intimidating an orc. But if they both threaten the orc with direct physical violence, then I probably won't even let the common roll.
For me it would depend how the commoner was played.
Why does the commoner have an intimidate as high as the fighter? How does he specialise in intimidating people? I can see a musclebound thug (commoner) having more chance of intimidating people with physical violence than a debonair swashbuckler (fighter). On the other hand if the fighter is musclebound and the commoner is weedy, why the hell is he threatening the orc with
direct violence? That's certainly a circumstance penalty.