Aldarc
Legend
Why should magic be the only or primary mechanical means in the game for player characters to reliably change the game fiction? Why can't there be more mechanics that also let characters of non-magical classes change the state of the game fiction as part of play? What is wrong with a non-magical character having the capability to mechanically change the game fiction? Why should this be exclusive to magic?So then, what's wrong with magic, specifically, performing that role?
It's not like such a character doesn't exist, it's just that they use magic as their proxy. I can make a Ranger exactly as that warrior-type, but that's apparently not enough.
What is wrong with magic? Is it shameful that your warrior uses the essence of the weave to bolster his allies or navigate a wilderness? What satisfaction do you get from a warrior that does the same thing a Ranger does, but nonmagical?
I think you are missing my point here. Let me repeat myself:That’s fair.
But if people are looking for something that looks, sounds, smells and acts like magic. Maybe the solution is to have magic.
Spells are just useful packages for granular abilities that can be selected ad hoc and applied as the user wishes.
We acknowledge that when a sorcerer is using magic it will be different to the way a wizard uses it, or a bard or a warlock. Why can’t the fighter be happy with that?
When the fighter smashes his maul into the ground and causes everyone around him to save vs Str or take damage and be knocked back, why does that have to be fundamentally different to the Thunderwave spell?
Magic is just another way of saying beyond the norm.
I don't think that these people want something that "looks, sounds, and acts like magic," but, rather, something mechanical that lets their warrior characters reliably exert narrative agency over the game fiction.Maybe that is what you are seeing, and I respect that you have that reading of the situation; however, I see things differently from you. I see people who want a warrior with the reliable mechanical capability to exert an impact on the direction of the game in ways other than making things dead.
As such, I don't think that people are pointing to the wizard or spells because they want the warrior to perform these exact things, but, rather, because magic is a clear area of the game where players have mechanical buttons to push or levers to pull that can reliably exert a certain degree of narrative agency over the game fiction. Magic does not require GM approval for it to succeed. The player casts X, Y happens as a reliable result (assuming successful check/roll), and Z becomes the new state of the game fiction. Lather, rinse, repeat.
I suspect that the popularity of the Battlemaster Fighter is no small part a result of how it has a suite of mechanical powers that allows the player a greater latitude of impact over the game in a way analogous to spells. Again, it does not necessarily involve the sort of things that high level magic is capable of performing, but it does often give the players a mechanical means to influence the state of the game fiction.
Moreover, magic is not limited to combat. Magic can also have a profound effect in the other game pillars. So casters often have a means to mechnically exert that sort of agency in all modes and pillars of the game.
And please note that I also point to the non-magical Battlemaster as an extraordinarily popular fighter subclass that has mechanical abilities that they can reliably perform: i.e., maneuvers.