Manbearcat
Legend
There are solutions out there in the wild that bring cross-class parity in (a) player decision-point breadth access and (b) player decision-point potency:
1) Make spellcasting actually dangerous and unpredictable. "Cast a Spell" is an action that requires mechanical resolution. Perhaps you always succeed, but some form of magical complication (of greater or lesser degree) emerges as a result of your slightly askew sorcery.
2) Conflict/scene resolution mechanics for action/obstacles outside of combat. An actual mechanical framework to resolve conflict naturally contracts the potency disparity between spellcasters and martial characters.
3) Make relationship/influence/cohort mechanics robust, specifically for non-spellcasters.
4) Player-facing "say yes or roll the dice" abilities and action resolution handling for martial characters .
5) Effective control riders on combat moves for martial characters (covering fire, deft footwork or overwhelming force imposing a catch-22 on enemies; do this thing you don't want to and x happens...do this other thing and y happens).
1) Make spellcasting actually dangerous and unpredictable. "Cast a Spell" is an action that requires mechanical resolution. Perhaps you always succeed, but some form of magical complication (of greater or lesser degree) emerges as a result of your slightly askew sorcery.
2) Conflict/scene resolution mechanics for action/obstacles outside of combat. An actual mechanical framework to resolve conflict naturally contracts the potency disparity between spellcasters and martial characters.
3) Make relationship/influence/cohort mechanics robust, specifically for non-spellcasters.
4) Player-facing "say yes or roll the dice" abilities and action resolution handling for martial characters .
5) Effective control riders on combat moves for martial characters (covering fire, deft footwork or overwhelming force imposing a catch-22 on enemies; do this thing you don't want to and x happens...do this other thing and y happens).