Argyle King
Legend
The topic over in the Doing It Wrong post has mutated, so I've started this new one to continue the conversation.
The mutant topic is Fighters. What has been done right about them in the past? What has been done wrong? How can they be fixed in Next?
I'll start - For me to even look its way, the Next Fighter must have "fiat" capabilities. What I mean by this is, consider the Wizard.
The Wizard casts Charm Person and imposes his will upon the situation; the DM must make a save and that's it.
The Wizard casts Magic Missile. The target takes damage, barring immunities. That's it.
For me, the Fighter must have a similar degree of ability to make declarations like this. They should not be playing "mother may I" while the Wizard is bending reality over their knee.
-O
Why is the fighter viewed as the problem instead of looking at the wizard?
This is a terrible example of the point I think you're trying to make. Sure the wizard casts charm person and the DM rolls a save. And then the player tries to get the charmed character in a particular way, and the DM decides how well it actually works.
By "mother may I", I assume you mean "playing a game with a DM", which D&D pretty definitively is. I think if anything you've got it backwards; the ability of a spellcaster to dictate play should be reduced by making spells more difficult to cast, unpredictable in effect, and more limited in scope.
I agree with the part I bolded. Virtually every D&D book in virtually every edition talks about how difficult it is to be a wizard. It takes years of laborious study to become an expert. It takes hard work, precise gestures, and a strong will to impose one's skill at thaumatology onto the outside world. So, why not have the way the game works do a better job of supporting what the game's story says is going on?