I don't see how giving a character metagame power is natural.
"Natural" in the sense of the obvious, and only known, game design solution to the instanced problem, namely, of rendering two PCs - one with high ingame effectiveness and one with low ingame effectivenss - mechanically balanced as player choices.
I definitely don't see how conflating in-game and metagame concepts is natural.
If it's really about giving the player power, there's no reason to present the mechanics as being the property of a character.
The whole character sheet is a suite of player resources. The action econononmy is a suite of player resources. Some of those player resources (eg the equipment list, a D&D wizard's spell list) also represent PC resources, but D&D has always been happy to blur that line (eg not all hit points are PC resources, on the standard Gygaxian interpretation) and leave it to turn on narration at the time of expenditure by the player of his/her relevant mechanical resource.
Even a Fate Point or Action Point in a game that expressly labels such things as metagame resources sometimes corresponds to a character resource, for instance if it is narrated as a spurt of adrenaline.
If you tell me that I can only shoot flames twice a day before I run out of magic, or I can cast dominate person, but it only works on humanoids, or that I can blind someone with Glitterdust but not with another spell that creates bright light or could physically damage someone's eyes, I guess I'll buy into that because it's magic. If, however, you tell me I can only swing my sword a certain way twice a day before I run out of sword swings, or that I can only get an extra attack from Cleave only when a enemy is felled (which really has nothing to do with how quickly I attack), or most pointedly, that I can only blind someone if I've told the DM I'm using Blinding Strike (which I may even have to have selected in advance as a character option), that's not going to fly. Why, I ask as a player, is it impossible for someone to poke someone in the eye without the player specifically intending that effect?
The answer to your question, as a player, is that your PC
could do that, but
won't. That's the general nature of metagame abilities. (Just like, in a points-buy game, the world
couldcontain a 1st level PC with straight 18s - say, Bruce Wayne - but no player will get to play that PC.)
I wouldn't add additional any powers to the classes, but I would give players actual fiat powers over the narrative using a resource system.
With regards to your concept of player fiat, I'm generally not a fan of it, but I like it under certain circumstances. The biggest problem I have is when it is incorporated into character abilities. This conflates the player and the character. The ability of a player to exercise fiat should not be dependent on what character he is playing (which I believe you would agree with), and thus I see no reason to incorporate it into any class mechanics. Give me a separate and explicitly metagame system to allow a player to exercise narrative control beyond the in-game actions of his character (action/fate/plot/etc. points are one good example, but surely not the only one). Doing that is inherently more balanced, preserves everyone's sense of reality, and makes it inherently optional.
This approach makes it impossible to use metagame effectiveness to balance ingame effectiveness, though. Whereas that sort of balancing manoeuvre is what's at issue in this thread.
The idea that the fighter can have as much narrative control as a spellcaster is foolish. Magic automatically offers more narrative control because it doesn't exist in the real world and is thus not limited by real-world constraints. Even in low magic settings, characters who have access to limited magic have more access to narrative control because the ability to do something that others cannot.
Arguing about this seems rather pointless. Asking why the fighter doesn't summon celestial badgers is like asking a fish why it doesn't ride a bicycle.
Some of us think that choosing to play a fighter shouldn't mean choosing to be a second class PC. And that the heroes of fiction and myth are normally the fighters or the rogues - who generally show abilities far above those the D&D fighter has.
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what should be done about it? More useful abilities for the non-casters? Metagame powers for the non-casters? Cinematic or even mythic abilities for the non-casters? Seriously nerfing the casters? Niche protection for the non-casters so that were they are strong the casters can barely compete?
Neonchameleon's point is a more general version of my own.
If you are not going to nerf the casters,
and you are not going to give the noncasters cinematic or mythic abilities, then metagame powers is one obvius way to go. Weapon specialisation and multi-attack abilities of the UA/2nd ed AD&D may be another (and I think the Lamentations of the Flame Princess retro-clone does something similar too) - arguably these are metagame too (tweaking the action economy and damage rules to ensure that players of fighters stay on top in combat) although in the D&D tradition they are not expressly called out as such.
Many people will claim that this problem is solved by giving the warriors magic items. Most of these are inferior to wizard spells. It's a callback to the old Conan stories where Conan was going up against horrible thing of the week #57 which was immune to swords or whatever, and he mysteriously found the plot blade/had a wizard help him/had a dream from a deity/whatever. And this just doesn't work. You either have the question of "why not give it to the people with actual powers who can use it better," or the question of "why are these people crafting things which they can't use and can be turned against them?"
This sort of approach can work if the dreams/wizard mentors/items etc are
part of the fighter player's resources. This would be one way - either Conan-esque or Arthurian, depending on how the player flavours the ability for their PC - of giving the fighter the metagame resources to keep up with the mage.
CAGI is the best example of what NOT to do in Next.
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A charm spell effects the target within the confines of the narrative. CAGI changes the narrative. I don't like powers that overtly changes the narrative, especially visibly (an issue I have with powers like King's Castle or other daily martial strikes). I don't mind luck/fate points or powers (which are invisible in the confines of the in-game narrative) but I dislike "I know this trick, but its so risky I can only try it once every 24 hours" type of powers
Two things.
First, CaGI need not be visible within the narrative, or "I know this trick". It can be declared and adjudicated as purely metagame.
Second, in effect what you're saying here is that you object to non-spellcasters having fiat, given you object to any fiat that is not explained, ingame, as magic. That's fair enough, but the whole premise of [MENTION=11821]Obryn[/MENTION]'s OP is to explore different ways of giving the fighter player fiat.
If its good for the goose, its good for the gander.
Why? It's pretty much of the essence of metagame abilities that what is good for the goose is not necessarily good for the gander.
The difficulty with the portion of the discussion that attempts to evaluate the Pathfinder Defender line of feats versus the Fighter's standard issue Defender toolkit (and then acquisition of Exploits and Feats to further customize) is this;
The action economy of melee combatants to deliver their payload is completely different and completely dictates gameplay.
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That is the issue with playing a Defender in 3.x/PF. The system does it for you as the action economy of melee characters being contingent upon not moving. Any denial of a full attack routine, self-imposed or imposed by enemies, is the best way to play a Defender.
Thank you for explaining this. It makes the comparison between the two games much clearer.