So now a player who has chosen to play a class and resource based game which contains inherent archetype and niche protection as well as limited resources is considered "entitled" if they're not happy someone can walk all over that niche and disregard those resources with a skill roll?... that's an interesting take I
I don't normally see this argument put forward for fighting without weapons (qv monks) or for disarming (qv fighters, cavaliers and sub-classes in some early editions, and Battlemasters in 5e).The fact that various editions of D&D have explicit mechanical options to do specific magic things does not seem a strong argument for characters without such explicit mechanics to also do those magic things.
Indeed.I don't normally see this argument put forward for fighting without weapons (qv monks) or for disarming (qv fighters, cavaliers and sub-classes in some early editions, and Battlemasters in 5e).
Those explicit mechanics create parameters within which a good GM will adjudicate improvised actions. But I don't see them as setting the limits on what is possible in the fiction.
The fact that various editions of D&D have explicit mechanical options to do specific magic things does not seem a strong argument for characters without such explicit mechanics to also do those magic things.
If you don't think that there is a difference, why you think Battle Master and Eldritch Knight are separate subclasses?Because what is the narrative difference between a Fighter who at level 3 becomes an Eldritch Knight with Spell Slots because they have been studying magic and got good at it, and a Fighter who at level 3 becomes a Battle Master without spell slots because they have been studying magic and were not good at it? Arcane magic is explicitly a skill. Wizards are not born, they study.
Most people do not argue that fighting without weapons is analogous to doing magic. Or that there is no explicit general D&D mechanic to cover it.I don't normally see this argument put forward for fighting without weapons (qv monks) or for disarming (qv fighters, cavaliers and sub-classes in some early editions, and Battlemasters in 5e).
Sorcerers who have inborn untaught magic that manifests have been a part of D&D for three editions now. Multiclassing into sorcerer later in life is an explicit mechanical option.Because unlike Divine Magic where an entity in the story world would reach down and perform the miracle, Arcane magic needs to be taught and learned and studied.
Divine magic also requires training, not just favor. That's why paladins get divine magic powers, and fighters get Cool Moves.Well, the question about fighter's fireballing (something they can do) was a gotcha, whataboutism anyways, however, you seem to be missing the point.
If a Battlemaster wanted to cast Fireball exactly like a wizard, and had no spell slots and no fireball spell known through some special ability, then I would say no. Because unlike Divine Magic where an entity in the story world would reach down and perform the miracle, Arcane magic needs to be taught and learned and studied.
Yeah, and I think, historically, D&D arrived at this weird "the rules set the limits on the world" kind of mentality quite a while back, but it was NOT AT ALL anything like how RPGs were first conceived of! I find the whole argument so bizarre!I don't normally see this argument put forward for fighting without weapons (qv monks) or for disarming (qv fighters, cavaliers and sub-classes in some early editions, and Battlemasters in 5e).
Those explicit mechanics create parameters within which a good GM will adjudicate improvised actions. But I don't see them as setting the limits on what is possible in the fiction.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.