Now I want to play a Conan character
So true.That's the nature of Internet forum discussions, especially on Enworld where context gets lost with every quote,
I don't recall mentioning them, specifically. Did you ever find a reference to a Dying Earth magician memorizing more than 6 spells, BTW?That's what happened with Dying Earth; notice that I bowed out as soon as you stopped making factually incorrect claims about Phandaal's and Pandelume's respective limitations.
I'm sorry if it's topic drift, but I often mean D&D more generally, and say 5e or 'classic D&D' or 3.x/Pathfinder when I want to get more specific. Thing is, 5e is (intentionally, according to what Mr. Mearls was saying leading up to and during the playtest) quite representative of D&D in general. So it shouldn't make a big difference.The below is written in the assumption that by "D&D" you mean "5E D&D"
Sounds very Lensman - and not very heroic fantasy, at all.Well, Pug's a protagonist, and he creates wormholes between the stars (not possible in 5E), he can travel backwards through time (also not possible in 5E), and destroys the planet Kelewan by creating a rift big enough to hit it with its own moon (definitely not possible in 5E).
Yep. Harry Potter's also one of those sub-genres where everyone of any power is a caster. They're fairly well-modeled by games like Ars Magicka (which has the good sense to warn players that non-mages are decidedly inferior character choices), and Mage (which doesn't even offer non-mages as a PC option). Not at all well by D&D - thanks to Vancian casting as well as the existence of non-casters as PCs.As mentioned previously, Lord Voldemort can permanently mentally dominate other people, which is beyond the abilities of any spell in 5E. He's not a protagonist, but guess what? Any wizard can cast that spell, including Harry Potter, the 17-year-old protagonist! So that counts too.
Well, according to himself. Petrification, lightning, and deathspells, though, are all things D&D wizards have been able to do. The first was not suitable for destroying armies in any edition I can think of. The others could two could make some headway, how much depending on the specifics of the ed. What magic did he actually use in the course of the story?It's hard to measure the limits of Niven's Warlock (also a protagonist, facing a barbarian with an enchanted sword that makes him invulnerable to everything, but itself), but he tells a story to Hap the Barbarian of casting powerful spells in his younger days, before he'd learned as much as he knows now, of using flashy, showy spells like "armies turned to stone, or wiped out by lightning, instead of simple death spells," so whatever his limits are, he's also clearly working at a scope beyond anything a 5E wizard can manage.
I'm actually doing my best, IRL, to be a 5e evangelist. Especially to new players. One reason I'm keenly aware of how it defies genre expectations in negative ways.I don't care how you play your game, and I don't even care if you dislike 5E--I just care about the correct facts. You can say that you don't like 5E wizards and think they are too powerful and I won't mind. YMMV. But if you say they can do anything and everything that genre wizards do, well, I will take exception to that because it's factually wrong.
Thanks for that.Last edited by emdw45; Today at 03:26 PM. Reason: Edited for tone; removing belligerence
So true.
I made no claims about them, specifically. Did you ever find a reference to a Dying Earth magician memorizing more than 6 spells, BTW?
Sounds very Lensman - and not very heroic fantasy, at all.
The fantasy equivalent of wormholes would be, in D&D, Gate, Planeshift, and the like.
Time travel can be problematic in any RPG - even RPGs about Time Travel have issues with it. Some version of Wish have had language about how to mess with characters who try to use it for time travel or messing with time - though they'd also give advice about using time travel to mess with non-time-travel wishes.
Well, according to himself. Petrification, lightning, and deathspells, though, are all things D&D wizards have been able to do. The first was not suitable for destroying armies in any edition I can think of. The others could two could make some headway, how much depending on the specifics of the ed. What magic did he actually use in the course of the story?
If D&D were just spelling out that non-casters are just there as mooks and minions and victims to be saved from evil casters, and PC were all meant to be wizards and the like, sure, it'd be a meaningful example. But D&D wasn't trying to emulate that genre, in part because it didn't exist when D&D got rolling.
I'm actually doing my best, IRL, to be a 5e evangelist.
But, D&D in general has always gone this path of throwing everything a genre caster might do into a long list of spells and letting casters do tons of them, with a mechanic that only fits one sci-fi series version of 'magic,' and that's an egregious failure, both in terms of modeling genre, and in terms of game balance. Particularly because of the bizarre double-standard in which non-casters are held to RL ideas of realism, and generally don't rise to what corresponding genre archetypes can do, at all (ironically, sometimes they can't even keep up with RL - there was a thread on here about that months ago).
The game would be much better if we could get it closer to a good balance among all the classes, without archetype-based double-standards. It'd mean bringing casters down to the level of individual protagonist characters in genre, and non-casters up to their corresponding archetypes, and further tweaking the lot around for playability, but, even with such sacrifices, would also end up bringing the whole closer to modeling a broader swath of the genre.
Hardly. It's not like D&D invented the genre, then used Wish to go back in time and inspire REH. It's just easier than typing "high fantasy and swords & sorcery and related sub-genres."I wasn't aware that the "genre" we were discussing was specifically "heroic fantasy", since AFAIK that genre is pretty much a synonym for "D&D-inspired fantasy."
Oh! one of /those/ Niven stories. Got it now.Foretelling the future, called down a baseball-sized meteor (presumably moving at 20 to 70 miles per second, as meteors are wont to do) aimed at the back of Hap's head, set up an open-ended kinetic sorcery which used up all the mana in the vicinity (permanently creating a magic dead zone),
Yeah, D&D does fail to model Niven's 'mana' vision of magic pretty thoroughly (popular old school 'mana point' systems notwithstanding). But it has no problem creating functionally (will let you gank the guy with the magic sword) similar anti-magic shells or Mordenkeinen's Disjunction (a good deal less inconvenient, too). No problem delivering very high-damage astrologically-themed effects, including meteor swarm and comet fall.which destroyed the magic sword and incidentally undid all of the Warlock's youth spells causing him to revert to a 200-year-old bald guy who can barely breathe and quickly goes blind.
Well, first of all, AD&D did do a lot to try to balance classes. It just failed. The attempts, however, were manifold. Wizards, in particular, started out extremely fragile, banned from using mundane armor and all but a few weapons, and with only a single spell (and if it wasn't Sleep, too bad). The idea was that your wizard dying at first level would make up for him being overpowered at 9th level, and campaign-wrecking not long after. I don't think I have to point out the issue with that kind of balance. Casting was also made very difficult - spells took a long time to cast, could be interrupted with attacks, and were both spoiled and memory of them lost if you took even a point of damage or failed a saving throw. On the other side of it, fighters started out durable in basic combat and eventually got pretty awesome saves, and EGG weighted random magic charts heavily in favor of items useable by fighters, so they'd have some more options at higher level.AD&D high-level wizards are the stars of the show, and everyone else becomes a mook. Does that have anything to do with 5E? 5E amped up the fighter-types (in most ways) and amped down the wizards
While I don't deny the game's combat focus, DPR machine <> agency. You'd at least want some tactical depth to claim that. At very least.D&D's essential story is and always has been "all the world's important problems are at least theoretically solvable through controlled application of violence," this actually leaves fighters in a pretty good place w/rt player agency
I don't know where you get either of those impressions. 5e fighter do a lot of damage by making multiple attacks with a weapon using a fighting style they picked at first level. You can, as with any class, tack a couple of proficiencies and a perk on it with a Background - and the fact that's actually kind of a big step forward for fighter as far as its non-combat abilities go is a pretty sad comment on how little has ever been done to address that complaint. That's about it.Most complaints about fighters' limited utility outside of combat seem to be veiled complaints about utility within combat, and 5E has quashed those complaints pretty thoroughly by making fighters fun.
I think it's helpful to see the trend. The fighter, in 0E & 1e, really defined the tank role. It's job was to stand in a doorway or 10' wide corridor and hit things and take damage so it would die before more valuable characters. Not the greatest role ever, but useful. As long as you were in a dungeon. Later in 1e and in 2e, it changed what it did best and became a TWFing weapon-specialist (or archer) that just did nothing but dish out broken amounts of damage. Technically it still took up space at the front of the party, but things died so fast it hardly mattered. And of course, like everyone else, it could choose a kit. Not that fighter kits were great or anything.If you re-do your analysis with 5E instead of every-D&D-edition as your baseline you may come to different conclusions as to the worthlessness of fighters. And isn't that a more useful analysis in a 5E forum anyway?
Hardly. It's not like D&D invented the genre, then used Wish to go back in time and inspire REH. It's just easier than typing "high fantasy and swords & sorcery and related sub-genres."
That character was just not registering with me. So if finally looked it up, and, OK, maybe it's fantasy or maybe it's science-fantasy, but, it's interesting, because Fiest is on record as saying it was inspired by the EPT and D&D rpgs. I don't know how I've missed that all these years, but, it means:Okay, then in that case Pug definitely fits within the "heroic fantasy" genre for sure
You really do. Both of protagonist casters displaying abilities far beyond those of D&D wizards in power, availability and versatility /and/ in that being so typical of the genre that D&D /had/ to make casters so overpowered to emulate the genre.If I needed more examples
Actually abilities displayed would be most helpful in making your point. Not things that may have been implied. Nor things that are fairly common to genre, but dialed up to eleven in area effect (which, yeah, D&D is a comparatively small-scale game, it doesn't generally address either armies nor whipping armies out, wargame roots notwithstanding).I'd look instead towards Steven Erikson (Anomander Rake and Lady Envy stand out as the most obvious examples of bigger-than-5E wizards, and of course Dassem Ultor and Onos T'oolan are the most obvious examples of bigger-than-5E fighters) and, oh, Rand al-Thor from Wheel of Time. I'd have to do some research to find specific examples for Rand since I didn't read the whole series, but the first book leads one to believe he can erase mountains and crack the continental crust, and I think he just gets bigger and badder as time goes on.
That's a slightly more extreme form of the claim I made. D&D caster pull abilities from all over the genre, and have access to /lots/ of those abilities, relative to characters of similar archetype, especially protagonists, in genre. D&D non-casters, OTOH, don't consistently pull the kinds of stunts corresponding archetypes in genre do, tending to fall short of them both in what they can do, and how broad a range of things they can do, individually. In addition, D&D tends to be pretty terrible at modeling genre takes on magic, because fire-and-forget casting is so damn rare outside of D&D. 'Always' is a really unnecessary qualifier, there. The fantasy genre ranges from what D&D would call 'low level' to mythic craziness D&D has only occasionally addressed (D&D Immortals, Epic tiers in 3e & 4e).So the upshot is: claims that D&D wizards are always better than genre wizards while D&D fighters are always worse than genre fighters.
So, if I said that I'd have zero fun playing a Wizard who prepped spells and used bunches of slots to cast them, that would mean the wizard would have to be reduced to 0 cantrips?However, if you add whole bunches of 4E-style AEDU powers to the Champion, I would have zero fun playing a Champion in a sword-and-sorcery environment and would quit that game in disgust at having my suspension of disbelief broken
Not the topic at hand. The fighter can already be magical, and multi-classing can make him more so. Magic is a very readily available in 5e, with 33 of 38 PC sub-classes having magical abilities of one sort or another, no class being without a magically-empowered archetype. It's balanced, player-agency-providing, choices for character archetypes that don't include such abilities that are lacking.P.S. I also don't mind making the fighter more magical.
Okay, then in that case Pug definitely fits within the "heroic fantasy" genre for sure, and therefore blowing up planets is something that wizards can do in heroic fantasy but not in D&D. QED. If I needed more examples within your chosen genre-as-I-understand-it I couldn't pick Harry Potter (YA fantasy) or Niven's Warlock (since the Warlock is already a wizard when he becomes a protagonist and not a farm boy), so I'd look instead towards Steven Erikson (Anomander Rake and Lady Envy stand out as the most obvious examples of bigger-than-5E wizards, and of course Dassem Ultor and Onos T'oolan are the most obvious examples of bigger-than-5E fighters) and, oh, Rand al-Thor from Wheel of Time. I'd have to do some research to find specific examples for Rand since I didn't read the whole series, but the first book leads one to believe he can erase mountains and crack the continental crust, and I think he just gets bigger and badder as time goes on.
So the upshot is: claims that D&D wizards are always better than genre wizards while D&D fighters are always worse than genre fighters are unfounded. Even if you restrict genre to only "heroic fantasy" as you've defined it above (note: you're using a different definition than the 5E DMG), there's still wide variation within genre, and D&D is not at the upper bound of that variation for wizards nor the lower bound for fighters. You could perhaps make an argument that Champion/Battlemaster fighters are uninteresting to you personally, and I would agree personally because Eldritch Knights have more knobs and dials and I like turning knobs and dials. But I can also imagine having fun with a Champion, especially if I were playing Conan in a sword and sorcery environment.
However, if you add whole bunches of 4E-style AEDU powers to the Champion, I would have zero fun playing a Champion in a sword-and-sorcery environment and would quit that game in disgust at having my suspension of disbelief broken and the theme of the 5E fighter broken simultaneously. (That theme is "consistency". I can live with Action Surges and Second Wind because they're only 20% of the class, but if the class ever becomes 50% or 75% about limited-use resources it's no longer a fighter, it's something much less fun, a spellcaster by another name and with incoherent fluff.)
YMMV obviously.
P.S. I also don't mind making the fighter more magical. I mean, I like the Eldritch Knight, and that's a magical fighter. So is Onos T'oolan, he's a zombie neanderthal with a magical flint sword and weird magical powers. I wouldn't mind seeing fighters be more like the Knights Radiant from Brandon Sanderson's epic fantasy either, although those guys are larger-than-D&D and wouldn't translate directly. What I would object to is someone trying to model Onos T'oolan but make him "non-magical" because "martials" need more awesome and "casters" already have plenty. That's incoherent. He's got powers because he's got magic via his warren. You can't have it both ways unless you invent some other power source like psionics or nanotechnology, and the latter is out of genre for D&D.
Assuming they could find one to stand against, of course. There have always been a few things you could point to in D&D to get across the idea that high-level martial types were not limited to mundane, RL abilities. Surviving falls from great heights without debilitating injury, for instance.
Yet, somehow, those few big-numbers things never seem to open the door for much else. Not even a big number when you attempt a long jump.
Hey, if that 1 additional hp per level compared to a cleric means that much to you when playing a fighter...
Try coming up with that kind of Will save in 3.5, or WIS in 5e. AD&D fighters had remarkable saves at high level, but that was one of the few things 5e didn't roll back to.
Well, he might have been called that. But all we can really look at is what he actually did. Which, was a lot less that what a mid-level D&D wizard would do each adventuring day as a matter of course.
Though, of course, he did kill a Balrog. In hand to hand combat. Off screen.
How many martial characters went toe-to-toe with him? Maybe he'd've folded like the Witch King.
Sure. That's why they gathered armies and manipulated kings instead of blowing their enemies to bits.
And ganked by Eowen and a hobbit. The Witchking was prettymuch MacBeth. He received a prophecy of invincibility. It wasn't he was so powerful because he had 'witch' in his title, it was that Fate was saving him for Eowen to kill.
In most fantasy literature, yes, wizards are depicted as powerful - powerful villains. And heroes - mostly martial heroes - defeat them anyway, just like they defeat huge dragons and terrible demons.
When casters are protagonists, OTOH, their powers get dialed down, a lot. Or, failing that, every protagonist in the story becomes a caster.
When they're villains, or plot devices, sure. When they're the heroes, themselves, not so much.
And, again, if you look at the abilities displayed by any individual caster in genre, they're usually a lot less varied and powerful than what D&D wizards are playing around with. The more so when they're the heroes of the story, rather than some plot device character giving the hero a lift to hell or a villain trying to re-locate him there permanently.
So you don't see how the beatstick whose only choice is what order to kill the one or two monsters he'll chew through before the casters' spells annihilate the other 40, might not be making too big an impact?
D&D martial classes lack choices, let alone meaningful choices, compared to casters. It's that simple. You can't affect the story in a meaningful way without 'em. Otherwise you might as well be scenery.