Yes, game rules of magic are permitted to break the normal statutory limitations of man or beast.
When I say that the limitations you keep referring to are game rules, I'm pointing out that they are
only game rules. They're arbitrary. D&D is not Ancient/Medieval Europe + Magic. If we apply the rules of the real world to D&D - if we look at it in
any kind of scientific way - it falls apart immediately. A dragon could not fly in the real world. A dragon could not maintain homeostasis in the real world. A dragon could not even evolve in the real world.
Dragons - and all of the other physiologically and biologically impossible creatures in any D&D bestiary - exist because D&D is
not the real world. It is a world of Myth, Fantasy and Legend. The rules, limitations and physics of the world are very different from those of the real world, for PCs as well as monsters.
Magic does that and has the right to do that, by its very own name.
That's a circular argument and so pointless; "Magic can do anything because it's magic." I could say with equal authority that I'm right because I'm always right.
Magic is not a real thing. We cannot go out and scientifically measure magic and then write rules that accurately represent the measurements. Its limitations and capabilities in D&D are game rules, and there's no absolute, objective reason that they have to be the way they are.
a DM is advised that he can tone down or up magic in a setting to suit the campaign's needs, what he does with more difficulty is tone down supernatural/innate powers to mundane characters.
Why is it more difficult to tone down a Fighter than a Wizard?
Yes. It actively changes the game style much like 4e impressed a power system (like a card game) on its users.
In what practical way does it change the 'game style'? Why does the idea of a Fighter who can jump to the horizon bother you when a Wizard who can fly there does not? Does a Fighter who can face a troll while unarmed and unarmoured and tear its arm off also bother you?
It is much easier to work on a basic module and tack on a module which reworks the fighter to supernatural/herculean powers. You can disagree with me all you want, that is my view.
This is a matter of personal preference and once all the books, modules, errata and whatever else have been released it won’t matter - except that the 'core' game, in your ideal world, would be one in which the Wizard can do anything because she is using magic and the Fighter can only do 'realistic' things because she is not.
When mundane men, and I use the term men loosely given we have dwarves, elves...etc, are able to break limitations without the use of magic - then yes I think we have advanced to mythical and supernatural proportions.
You're saying here, again, that dragons, demons, giants, active gods, wizards, magic etc do not make for a game of 'mythical or supernatural proportions' and I'm not sure how to address that.
You cannot accept and embrace the existence of impossible creatures, other planes, deities who regularly and provably take a hand in the events of mortals' lives and Wizards able to fly, turn invisible, stop time and all of the other superheroic things I listed in my first post on one hand and on the other hand not only insist but
somehow hold as self evident that anyone not explicitly and specifically using magic must abide strictly by the rules of the real world, even though they can somehow defeat these literal dragons and demons with sticks.
That's not just wrong, it's not even internally consistent.
And Mike Mearls also promised us a DMG which I imagine will have those mythical and legendary powers in modules.
If that’s the case, I’ll be happy that they exist in the game. I do not and will not believe, however, that the ‘default’ should be for Fighters to be capable of nothing more than a human being in the real world.
So many straws everywhere...did I mistakenly state that the entire Beastiary was devised based on Medieval Europe?
But nevertheless...here is my attempt on Dragons.
St George and Dragon (Medieval)
Scylla (Ancient) - type of Hydra but close enough.
Are you trying to say that I’m clutching at straws, or arguing with a strawman? I’m doing my sincere best to understand and address your points.
This is another one that confuses me, though. I said that Dragons don’t exist in the real world because you said - and apparently maintain - that their existence does not make for a supernatural/mythical/legendary world. That somehow only superhuman Fighters are capable of pushing things over that line.
I assume you’re not saying that you believe St George’s Dragon or Scylla really existed. If you’re saying that there is acceptable mythologies and unacceptable mythologies, let’s play that game.
Scylla most famously featured in the Odyssey, which as I’m sure you know is an account of Odysseus’ journey home from the Trojan War. In which the invulnerable, non-magical demigod Achilles was a major player. And in which the Gods regularly and directly intervened on behalf of their followers. Oh, and Achilles was trained by Chiron the centuar, as were Ajax, Thesus, Jason, Perseus and Hercules. None of whom were Wizards, by the way.
Greek mythology actually exemplifies what I’m saying even better than Norse mythology.
Sure, I don't disagree. Hence the many pages of advice in every DMG for the DM to consider the appropriate level of magic in a campaign.
Aaaand whiplash. You now agree that D&D (as-is)
is supernatural and mythical? It would help if you could clarify your position on this.
Considered, answered above...Mike Mearls...DMG....Modules.
Also answered above.
That is a design anomaly/error call it what you want. It is more relevant to compare how much the fighter can lift in game compared to others in game than comparing that to results of the real world, cause then you might as well compare hit points, fatigue, resting, HD mechanic, travelling and the like.
What is your opinion on the jumping and unarmed combat bits of that part of my post? And if you want to compare the lifting limits of the fighter to what others are capable of:
- Using Animate Dead, you could have your trusty 20 Skeleton buddies jointly lift up to 6000 lbs.
- Using Animate Objects, you could have up to 5 Large or smaller objects - no weight limit - become creatures under your control, and not only move themselves but also attack your enemies for up to one minute.
- Using Bind Elemental, you could summon an Earth Elemental to lift 1140 lbs.
- Using Charm Person, you could convince a Fighter to do your lifting.
- Using Conjure Elemental, same deal as Bind Elemental.
- Using Create Undead, you could raise 3 Mummies who can jointly lift 1440 lbs.
- Using Dominate Monster, you could have a Balor lift 3120 lbs for you.
- Using Dominate Person, a Fighter.
- Using Enlarge, you could double the party Fighter's lifting ability. Or equal it, if you have 10 Strength.
- Using Mass Suggestion, you could theoretically have 12 Balors team up and lift 37,440 lbs!
- Using Move Earth, you could lift 3,647,790 lbs - but only of earth, sand or clay.
- Using Reverse Gravity, you can lift any number or weight of items that fits into a 100 foot tall 50 foot diameter cylinder to the top of the cylinder.
- Using Shapechange, you can become a Balor yourself and lift 3120 lbs.
- Using Telekinesis, you can lift up to 300 lbs.
- Using Tenser's Floating Disk, you can lift up to 500 lbs.
- Using True Polymorph, you can turn anyone you like (of level 18 or higher) into a Balor.
- Using Unseen Servant, you can lift as much as a human can lift. Which might mean as much as a human Fighter. Who knows.
Now, consider all the mystique, power and awe I have given to magic. Consider that mundane's have but one saving throw to resist the effects of a magic spell. Now consider the Fighter who is able to shake off the arcane - hence his additional saving throw. That is pretty impressive, for me.
Let's say for the sake of argument that you're right in every particular on this.
Even then, the Fighter's additional save is only impressive because magic is such a powerful force to be facing - because of 'all the mystique, power and awe'.
Unfortunately, you're not right. A Fighter with 10 Wisdom saves against a DC19 Charm Person spell 19% of the time with Indomitable and 10% of the time without it. That’s hardly impressive.
Again, though, let’s give it the benefit of the doubt. Let’s say the Fighter uses it, and it works! It will be a long rest before he can use it again. The Wizard has up to 21 spells remaining.
Alternatively, the Wizard uses Reverse Gravity and the Fighter spends the next 10 rounds 100 feet in the air with no saving throw - and then takes fall damage on the way down.
The imbalance we're talking about is really more of a "when you look with a microscope with the numbers, they turn out to not be the same". In actual game play, for any non-optimizer, it's essentially a wash.
No, it's not. This is essentially the opposite of the truth.
Wizards and Fighters are playing a different game in 5e at the moment. They are in entirely different leagues in terms of the scope and power of their abilities. Wizards can stop time, reverse gravity, fly, turn invisible, summon demons and angels, etc etc etc etc. Look at the examples in this post of the different ways they can approach 'lift heavy object' alone. This is not even slightly a numerical issue.