In genre I sometimes think of D&D wizards as a scientific tradition. Arcane magic exists and is subject to study and manipulation and responds according to determined laws to result in repeatable phenomena. Wizards do this. They study, manipulate and research magic.
I think what you say makes sense for a game focused on scientific inquiry as a core story element."Scientists" as we currently understand them, are a modern, post-Renaissance development. They don't really fit into a pseudo-Medieval setting.
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scientists are not about adventuring, they are about finding out what makes the world operate. If "how the world operates" is not a plot element for your campaign, a scientist is apt to be very frustrated.
And how many GMs are prepared to create a game-world physics that is solid and self-consistent enough to meet scrutiny? When "it is magic" is an alternative, you never have to worry about that, but with scientists, you do.
Not as PCs. Too weak, too boring, not suited for adventuring.
I mean, as a character class.
Please discuss.
Thanks!!!
I think what you say makes sense for a game focused on scientific inquiry as a core story element.
But I think you can have a scientist in a game without that being the focus, much as pulp games might feature "archaeologists" although actually discovering about past material cultures via painstaking excavation is not a feature of gameplay.
Superhero games feature scientists like Reed Richards, Victor Von Doom, Professor X etc, and you can run a game with these scientists without settling on a solid, self-consistent gameworld physics.
Call of Cthulhu games have scientists, too.
By that standard, most D&D games don't have priests or paladins either!With respect, scientific inquiry is the defining raison d'etre for a scientist. Without the inquiry, they aren't really a scientist, they are a person who has knowledge of science, which falls somewhat sort of the archetype. IMHO, anyway.