HeroForge
First Post
To turn your comment around somewhat, how does any character damage an undead's animating energy with mundane weapons? The energy is supernatural, and yet anyone with sufficient hit points can pick up a sword and simply stab a zombie dead as if it's a living person.
D&D is the only medium I know of where you don't consistently need supernatural or special tools to destroy supernatural forces. And the reason for that is pretty clear, I think: D&D is in large part about fighting monsters, and leaving non-casters impotent to fight supernatural monsters isn't very fun. And most of us are A-okay with this dynamic.
But at the same time, some of us think that leaving rogues impotent to fight several types of creatures is A-okay because Reasons. Seems like very selective reasoning, but maybe that's just me.![]()
I think it is okay that different character classes vary in potency based on the makeup of a particular battle. Having a kind of rocks-paper-scissors situation from fight to fight means that different classes can't just play each fight the same way, and it can allows other characters to shine--I have been in campaigns where each session is sort of like an episode of a television show that highlights one or two particular characters, and sometimes that's cool. Having the freedom to build an encounter where someone new is the 'all-star' of the fight gives more freedom in storytelling. And I know for sure that it can sometimes be tedious for other players to regularly wait and help set up a sneak attack, backstab sort of situation. If a DM wants to be able to take that off the table for an encounter, it is nice to have built in tools to do so.
I think any structure that allows for more variety is good, as it provides more tools for storytelling.