Manbearcat
Legend
Throughout the history of our hobby, we have had various iterations of each of these classes. Their design space was sometimes focused and coherent. Sometimes not. Their balance, relative to the contribution of their contemporaries, was sometimes reasonable, sometimes woefully underpowered and sometimes they were the game-changing star player amongst a swath role players. To map to professional sports, the opposing team (DM) had to game-plan entirely around their presence.
Each of these classes have a mechanical toolkit they are equipped with by which they interface with the opposing mechanical pieces of the system. Sometimes, their mechanical toolkit allows them to circumvent the process of interfacing with mechanical opposition and directly manipulate the fiction (more-or-less director stance). Let us look at the two generalists and specialists listed above within the micro-components of the 3 pillars, their mechanical toolkit to interface (or bypass) with the pillar and how they grade out in each. Finally, I will attempt to draw some conclusions after the assessment. It would be good if we could focus the conversation on the title of the thread, stay away from evaluation from an edition warring perspective (eg this edition's Rogue/Thief was great, this edition's Bard was horrible...therefore this edition is good and this one is bad), and evaluate on the general theme and spirit of these classes' mechanics (with specific mechanics from various editions where required). For those who wish to participate, it may be easier to use the template below for comparative grading. A few parameters first:
- It should be accepted beforehand that the signal to noise ratio of this analysis (and subsequent analysis by other posters) will lean heavy toward the noise. This is primarily a subjective enterprise underwritten by a bit of objective truth here and there.
- This will not be edition-specific. However, specifics from editions to illustrate your sense of intent of the class, or fulfillment of promise, should be invoked.
- This will not be extremely low level where outcomes are more a product of player decision rather than PC resource deployment due to the limit of quantity and potency of PC mechanical resources. We're probably talking somewhere around levels 5 to 15. That removes the margins where mechanics are relatively peripheral or so game-changing that nothing else exists.
The Rogue/Thief (Generalist)
Combat - B
Offense - A
Defense - B
Control - C
Support - D
Mechanics: Significant burst and single target damage by way of Backstab mechanics and/or Sneak attack. Can serve as assassin to bring down sentries or difficult to access targets. Static defensive capabilities are average but intangibles such as dictating fights to minimize deficiencies and the ability to escape/outright avoid damage/deleterious effects elevates this to above average status. Average means of control through action denial/harassment, situational defender, and virtually non-existent support. Grade: B
Exploration - A-
Perpetuate Travel - B
Solve Puzzle/Mystery - C+
Circumvent Obstacle/Trap - A+
Mitigate Exposure/Hazards - B+
Mechanics: Has no means to expedite group travel. However, hastens group travel and delivers access to hidden/hazardous areas through a wide breadth of reliable skill proficiency. The class performs as an extremely effective, borderline essential, scout who can make travel through hostile domains much more easily negotiated. Must interface with the mechanics as no system circumvention capabilities. Therefore, only means of puzzle/mystery solving are skill/lore based. Grade: A-
Social - B
Coerce Neutral NPC - B
Gather Information - A
Resolve Aggression Without Conflict - B
Solve Mystery - C
Mechanics: Through a wide breadth of reliable skill proficiency, the class performs as an extremely effective, face and spy who can facilitate, and rarely circumvent, the resolution of urban and social conflicts. Must interface with the mechanics as no system circumvention capabilities. Therefore, only means of mystery solving are skill/lore based. Grade: B
The Bard (Generalist)
Combat - B
Offense - D
Defense - C+
Control - B
Support - A
Mechanics: Minimal resources in the way of direct and burst damage with a modicum of AoE capability (which are generally worse spells than their of-level counterparts). Static defensive capabilities are average with minor intangible spell means to elevate slightly. Above average means of control through action denial/harassment/inducement of negative status effect. Considerable support through numerous buffs; from static bonuses, to action economy, to tactical mobility to healing. Grade: B
Exploration - B+
Perpetuate Travel - B
Solve Puzzle/Obstacle - B+
Circumvent Obstacle/Trap - B
Mitigate Exposure/Hazards - B+
Mechanics: Has means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through a wide breadth of reliable skill proficiency, lore and divinations. Can mitigate exposure to features of hostile environments through abjurations and healing which makes travel through hostile domains safer. Through vast lore and limited divination use, can facilitate resolution of, or sometimes circumvent, exploration conflict and puzzle challenges. Grade: B+
Social - A+
Coerce Neutral NPC - A+
Gather Information - A+
Resolve Aggression Without Conflict - A+
Solve Mystery - A
Mechanics: Through a wide breadth of reliable skill proficiency, enchantments, divinations, and illusions the class performs as the preeminent face, mediator, and spy who can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Often must interface with the mechanics (with considerable effect) but through lore and divinations, the class has system circumvention capabilities as means of mystery solving. Grade: A+
The Generalist Wizard
Combat - A-
Offense - A
Defense - B
Control - A+
Support - B+
Mechanics: Average single target damage (with some single target spells that circumvent the mechanics) but considerable, varying options for unmatchable AoE capability (which again, sometimes working outside of the mechanical system). Although unmatchable, AoE spells are still generally less effective spells than their of-level Control counterparts (which speaks more to the potency of the Control capability). Static defensive capabilities are average but through spells, class has unmatched tactical mobility, illusory misdirection (self-target management) and extreme means of protections from ranged/melee physical attacks and elemental effects/spells. Bulwarking the defensive abilities are Conjurations/Summons spells which interpose themselves between the class and opponents. Unmatched means of control as preeminent battlefield dictator, through encounter changing action denial/harassment/inducement of negative status effect. Considerable support capability through numerous buffs; from static bonuses, physical/elemental damage/spell mitigation/protection, to action economy to unmatched tactical mobility. Grade: A-
Exploration - A+
Perpetuate Travel - A+
Solve Puzzle/Obstacle - A+
Circumvent Obstacle/Trap - A
Mitigate Exposure/Hazards - A
Mechanics: Has unmatched means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through lore, transmutations and divinations. Can mitigate exposure to features of hostile environments through abjurations, transmutations and sacrificial conjurations which makes travel through hostile domains safer. Through lore and unmatched divination use, can facilitate resolution of, and often circumvent, exploration conflict and puzzle challenges. Grade: A+
Social - A
Coerce Neutral NPC - A
Gather Information - A+
Resolve Aggression Without Conflict - A-
Solve Mystery - A+
Mechanics: Through lore and unmatched enchantments, divinations, and illusions the class can effectively play the role of face, mediator and spy and can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Has the most access to system circumvention mechanics, borderline omniscience through divinations and summons, as means of mystery solving. Grade: A
Conclusion: The Rogue/Thief and Bard perform well as "Generalists" and are reasonably comparable across their pillar metrics. However, as a "Generalist", the historical Generalist Wizard performs as well, or better in all pillars than its counterpart "Generalist" classes. In order to constrain the Generalist Wizard toward the end of equilibration with the acceptable baseline level of performance as a "Generalist" (Rogue/Thief and Bard), either:
- its resources must be siloed so that it cannot access all of its "pillar power" at its discretion.
- its quantity of resources must be trimmed. This includes access to scrolls and rechargable items.
- its intra-resource potency must be constrained and/or hard-coded (divinations and transmutations) to prevent circumvention through leveraging their open-ended nature.
- it must be forced to Specialize, thus affording it more potency in one pillar but less, or more difficult, access to its discretionary "pillar power".
Each of these classes have a mechanical toolkit they are equipped with by which they interface with the opposing mechanical pieces of the system. Sometimes, their mechanical toolkit allows them to circumvent the process of interfacing with mechanical opposition and directly manipulate the fiction (more-or-less director stance). Let us look at the two generalists and specialists listed above within the micro-components of the 3 pillars, their mechanical toolkit to interface (or bypass) with the pillar and how they grade out in each. Finally, I will attempt to draw some conclusions after the assessment. It would be good if we could focus the conversation on the title of the thread, stay away from evaluation from an edition warring perspective (eg this edition's Rogue/Thief was great, this edition's Bard was horrible...therefore this edition is good and this one is bad), and evaluate on the general theme and spirit of these classes' mechanics (with specific mechanics from various editions where required). For those who wish to participate, it may be easier to use the template below for comparative grading. A few parameters first:
- It should be accepted beforehand that the signal to noise ratio of this analysis (and subsequent analysis by other posters) will lean heavy toward the noise. This is primarily a subjective enterprise underwritten by a bit of objective truth here and there.
- This will not be edition-specific. However, specifics from editions to illustrate your sense of intent of the class, or fulfillment of promise, should be invoked.
- This will not be extremely low level where outcomes are more a product of player decision rather than PC resource deployment due to the limit of quantity and potency of PC mechanical resources. We're probably talking somewhere around levels 5 to 15. That removes the margins where mechanics are relatively peripheral or so game-changing that nothing else exists.
The Rogue/Thief (Generalist)
Combat - B
Offense - A
Defense - B
Control - C
Support - D
Mechanics: Significant burst and single target damage by way of Backstab mechanics and/or Sneak attack. Can serve as assassin to bring down sentries or difficult to access targets. Static defensive capabilities are average but intangibles such as dictating fights to minimize deficiencies and the ability to escape/outright avoid damage/deleterious effects elevates this to above average status. Average means of control through action denial/harassment, situational defender, and virtually non-existent support. Grade: B
Exploration - A-
Perpetuate Travel - B
Solve Puzzle/Mystery - C+
Circumvent Obstacle/Trap - A+
Mitigate Exposure/Hazards - B+
Mechanics: Has no means to expedite group travel. However, hastens group travel and delivers access to hidden/hazardous areas through a wide breadth of reliable skill proficiency. The class performs as an extremely effective, borderline essential, scout who can make travel through hostile domains much more easily negotiated. Must interface with the mechanics as no system circumvention capabilities. Therefore, only means of puzzle/mystery solving are skill/lore based. Grade: A-
Social - B
Coerce Neutral NPC - B
Gather Information - A
Resolve Aggression Without Conflict - B
Solve Mystery - C
Mechanics: Through a wide breadth of reliable skill proficiency, the class performs as an extremely effective, face and spy who can facilitate, and rarely circumvent, the resolution of urban and social conflicts. Must interface with the mechanics as no system circumvention capabilities. Therefore, only means of mystery solving are skill/lore based. Grade: B
The Bard (Generalist)
Combat - B
Offense - D
Defense - C+
Control - B
Support - A
Mechanics: Minimal resources in the way of direct and burst damage with a modicum of AoE capability (which are generally worse spells than their of-level counterparts). Static defensive capabilities are average with minor intangible spell means to elevate slightly. Above average means of control through action denial/harassment/inducement of negative status effect. Considerable support through numerous buffs; from static bonuses, to action economy, to tactical mobility to healing. Grade: B
Exploration - B+
Perpetuate Travel - B
Solve Puzzle/Obstacle - B+
Circumvent Obstacle/Trap - B
Mitigate Exposure/Hazards - B+
Mechanics: Has means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through a wide breadth of reliable skill proficiency, lore and divinations. Can mitigate exposure to features of hostile environments through abjurations and healing which makes travel through hostile domains safer. Through vast lore and limited divination use, can facilitate resolution of, or sometimes circumvent, exploration conflict and puzzle challenges. Grade: B+
Social - A+
Coerce Neutral NPC - A+
Gather Information - A+
Resolve Aggression Without Conflict - A+
Solve Mystery - A
Mechanics: Through a wide breadth of reliable skill proficiency, enchantments, divinations, and illusions the class performs as the preeminent face, mediator, and spy who can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Often must interface with the mechanics (with considerable effect) but through lore and divinations, the class has system circumvention capabilities as means of mystery solving. Grade: A+
The Generalist Wizard
Combat - A-
Offense - A
Defense - B
Control - A+
Support - B+
Mechanics: Average single target damage (with some single target spells that circumvent the mechanics) but considerable, varying options for unmatchable AoE capability (which again, sometimes working outside of the mechanical system). Although unmatchable, AoE spells are still generally less effective spells than their of-level Control counterparts (which speaks more to the potency of the Control capability). Static defensive capabilities are average but through spells, class has unmatched tactical mobility, illusory misdirection (self-target management) and extreme means of protections from ranged/melee physical attacks and elemental effects/spells. Bulwarking the defensive abilities are Conjurations/Summons spells which interpose themselves between the class and opponents. Unmatched means of control as preeminent battlefield dictator, through encounter changing action denial/harassment/inducement of negative status effect. Considerable support capability through numerous buffs; from static bonuses, physical/elemental damage/spell mitigation/protection, to action economy to unmatched tactical mobility. Grade: A-
Exploration - A+
Perpetuate Travel - A+
Solve Puzzle/Obstacle - A+
Circumvent Obstacle/Trap - A
Mitigate Exposure/Hazards - A
Mechanics: Has unmatched means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through lore, transmutations and divinations. Can mitigate exposure to features of hostile environments through abjurations, transmutations and sacrificial conjurations which makes travel through hostile domains safer. Through lore and unmatched divination use, can facilitate resolution of, and often circumvent, exploration conflict and puzzle challenges. Grade: A+
Social - A
Coerce Neutral NPC - A
Gather Information - A+
Resolve Aggression Without Conflict - A-
Solve Mystery - A+
Mechanics: Through lore and unmatched enchantments, divinations, and illusions the class can effectively play the role of face, mediator and spy and can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Has the most access to system circumvention mechanics, borderline omniscience through divinations and summons, as means of mystery solving. Grade: A
Conclusion: The Rogue/Thief and Bard perform well as "Generalists" and are reasonably comparable across their pillar metrics. However, as a "Generalist", the historical Generalist Wizard performs as well, or better in all pillars than its counterpart "Generalist" classes. In order to constrain the Generalist Wizard toward the end of equilibration with the acceptable baseline level of performance as a "Generalist" (Rogue/Thief and Bard), either:
- its resources must be siloed so that it cannot access all of its "pillar power" at its discretion.
- its quantity of resources must be trimmed. This includes access to scrolls and rechargable items.
- its intra-resource potency must be constrained and/or hard-coded (divinations and transmutations) to prevent circumvention through leveraging their open-ended nature.
- it must be forced to Specialize, thus affording it more potency in one pillar but less, or more difficult, access to its discretionary "pillar power".