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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6188200" data-attributes="member: 6696971"><p>@<a href="http://www.enworld.org/forum/member.php?22779-Hussar" target="_blank"><strong>Hussar</strong></a> has a good answer for this that I mostly agree with. I think having the core casters in the game isn't just bad for disparity in scene (re-)framing and complex, non-combat conflict resolution with respect to (primarily) mundane classes. It also is just a huge problem GM-side in consistently running functional, climactic conflicts (without Calvinball vs Calvinball and uncomfortable conflict of interest). Primary core casters are just dysfunctional design for consistent play in a team game that is supposed to involve engaging the resolution mechanics.</p><p></p><p>However, if we're just talking about leveling the playing field and bringing the tier 4/5s up to tier 2/1, then I would look to other systems for inspiration. There needs to be some ability for players of mundane classes to impose their will upon the fiction in the same way that casters do. Unfortunately, most folks don't like these answers because they often involve tangling with the metagame mechanics of author and director stance. You can see these things in:</p><p></p><p>Dungeon World - Fighter consulting Heirloom Weapon as divination, deciding who lives and dies via Through Death's Eyes, Rangers being able to play 2 roles on perilous journeys, Connections/Escape Route/Disguise/Heist for Rogues.</p><p></p><p>13th Age - Free-descriptor Skill System, One Unique Thing, Icon relationships, Rogue just doing something awesome when invoking Swashbuckler or improving Icon relationship for the day with Smooth Talk.</p><p></p><p>Fate Starblazer LoA - All manner of mundane abilities here that are either outright fiat or provide means for resolution that are advantageous enough to fortune resolution to almost be; eg leveraging a complete network of contacts which is tantamount to a powerful divination spell.</p><p></p><p>5e - Background Traits are basically insurance (sort of like BW Instincts) for player narrative imposition. These things are just true about your character and you can invoke them with no risk of GM veto. You're a Knight? Well you get the perks and fictional positioning that comes with that trait, guaranteed.</p><p></p><p>4e - Lots here from expanding Rituals to everyone (assuming they have the relevant skills), Martial Practices that allow scene framing and scene transitioning through mundane abilities, and a conflict resolution framework that makes the skill system the primary entry point for non-combat, conflict resolution. Each skill carries a lot of heft (ensuring strong competency in many things with just 4 skills) and theme powers, skill powers, and feat powers are all decoupled from class, ensuring that means to resolve non-combat conflicts is available to everyone. Obviously lots of Author stance combat exploits and some Director.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6188200, member: 6696971"] @[URL="http://www.enworld.org/forum/member.php?22779-Hussar"][B]Hussar[/B][/URL] has a good answer for this that I mostly agree with. I think having the core casters in the game isn't just bad for disparity in scene (re-)framing and complex, non-combat conflict resolution with respect to (primarily) mundane classes. It also is just a huge problem GM-side in consistently running functional, climactic conflicts (without Calvinball vs Calvinball and uncomfortable conflict of interest). Primary core casters are just dysfunctional design for consistent play in a team game that is supposed to involve engaging the resolution mechanics. However, if we're just talking about leveling the playing field and bringing the tier 4/5s up to tier 2/1, then I would look to other systems for inspiration. There needs to be some ability for players of mundane classes to impose their will upon the fiction in the same way that casters do. Unfortunately, most folks don't like these answers because they often involve tangling with the metagame mechanics of author and director stance. You can see these things in: Dungeon World - Fighter consulting Heirloom Weapon as divination, deciding who lives and dies via Through Death's Eyes, Rangers being able to play 2 roles on perilous journeys, Connections/Escape Route/Disguise/Heist for Rogues. 13th Age - Free-descriptor Skill System, One Unique Thing, Icon relationships, Rogue just doing something awesome when invoking Swashbuckler or improving Icon relationship for the day with Smooth Talk. Fate Starblazer LoA - All manner of mundane abilities here that are either outright fiat or provide means for resolution that are advantageous enough to fortune resolution to almost be; eg leveraging a complete network of contacts which is tantamount to a powerful divination spell. 5e - Background Traits are basically insurance (sort of like BW Instincts) for player narrative imposition. These things are just true about your character and you can invoke them with no risk of GM veto. You're a Knight? Well you get the perks and fictional positioning that comes with that trait, guaranteed. 4e - Lots here from expanding Rituals to everyone (assuming they have the relevant skills), Martial Practices that allow scene framing and scene transitioning through mundane abilities, and a conflict resolution framework that makes the skill system the primary entry point for non-combat, conflict resolution. Each skill carries a lot of heft (ensuring strong competency in many things with just 4 skills) and theme powers, skill powers, and feat powers are all decoupled from class, ensuring that means to resolve non-combat conflicts is available to everyone. Obviously lots of Author stance combat exploits and some Director. [/QUOTE]
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