Lanefan
Victoria Rules
In part because I want a world where even a commoner with no class abilities at all can still have a small chance of being useful during an adventure...or even where a whole party of non-levelled commoners can try their hand at adventuring and maybe make something out of it.Because it's something cool for Fighters to do. Anyone can attempt to break things (I would likely use the generic Defy Danger or Defend moves, depending on the player's goal, or maybe Hack & Slash if the goal is offense-oriented). This is just a little something more that befits a Fighter. Other playbooks get their own stuff.
To turn the questions back on you: Why does everything have to be something everyone can do, unless it's magic?
Yes, I'm arguing that all people can at least try all physical abilities and that in many cases adventuring skills might have no bearing on the odds. In D&D, no class has any special ability to bend bars/lift gates; so depending on the DM's ruling it's either open for anyone to try or nobody can do it. Making Fighters better at it as a class feature is a good idea, but in no way do I want that to negatively affect everyone else's odds of success.Why can't there just be specialized skills only some people pick up? You seem to be arguing that literally all people are able to do all physical activities and that's just ridiculous, so I feel like I have to be missing something in your argument.
Obviously, 'try' might be as far as some ever get for some abilities or actions that are simply beyond them, but that's also true of PCs.
I suspect on a broader scale I just don't see - and don't want to see - adventurers (whether PCs or not) as being all that special or all that far removed from the common populace, particularly at low and even into mid levels. They're just braver.
I don't care if two people are playing characters who are mechanically exactly the same. I expect those players (including myself, if I'm one of them) to find ways of making those characters different through roleplay and personality.Further: if you don't have a Fighter in your game, you can just straight-up take Bend Bars, Lift Gates as a multiclass move if your playbook offers one that allows you to take a move from any other class. (As noted, DW strongly and very wisely recommends NOT doubling up playbooks in a single group, because it WILL feel very samey. If I had a player who wanted something like this move but tailored to a different playbook, I would work with them to develop something.)
Monks already have lots of things that are unique to them, so they can come out of this discussion.Yeah, this dilutes the benefit to the point that it's not actually something I can accept anymore. I want things that are special about being a Fighter. They don't have to be PERFECT DO-EVERYTHING moves. Just something special that makes being a Fighter genuinely actually different from being whatever else. Having "you get +30% to Basic Moves" is both INCREDIBLY boring (like...that's straight-up what SO many people constantly pitched a fit over in 4e, that there were too many boring numeric bonuses) and gives me, if anything, negative feeling that the Fighter is something distinct from other things--it doesn't just not stand out, it actively tries to not stand out.
Then we will never see eye-to-eye on this. I want Fighters to have something, (almost) anything, that is genuinely actually unique to them and not just generically available to anyone. As noted above, there can be much more loosey-goosey "well, this more or less fits" options for non-Fighters. But Fighters (and, separately and individually, Rogues, Barbarians, Monks, etc.) need to have things that really are special about being what they are. Otherwise they're literally big piles of actively trying to have nothing notable.
Barbarians - well, I've never really seen much point to the class in any case.
Rogues and Fighters, being non-magical and - like it or not - being closer in scope to the mundane common folk than any other classes, don't really do anything different than other people, they just do it (sometimes a very great deal) better. I mean hell, I could pick up a sword and swing it at someone, but given my utter lack of sword skill I'd likely just make a fool of myself. A trained Fighter is just better at it - by leaps and bounds - than I am.
What's unique to Fighters is - or should be - just how much better they are or can be at fighting than anyone else. Ideally things like weapon focus, specialization, and so on should only be open to Fighters; and more than that, only open to single-class Fighters. (side note: I think many things should only be open to single-class characters, to discourage multi-classing and particularly to discourage "dipping"; but that's a whole other issue)