There is a basic assumption in your posts that certain magic items will be unusable by certain classes, as opposed to simply more useful in the hands of someone specialized in the thing that magic item is about. That assumption has been questioned, repeatedly, with many examples at this point as to how it might work differently than your assumption. So, why are you continuing with the assumption?
Your assertion of my assumption is false. I merely regard the difference between "can't use it" and "can't get a special benefit for using it" as largely irrelevant, because the part I'm interested in is the
can't. As I explained above, there's still no virtue in making this distinction that is fundamentally unconnected to the actual play of a particular character.
SageMinerve said:
IMHO you have it backwards: classes are defined first and foremost by what they can't do, not what they can do, because otherwise what's the point of having classes? Why don't we have fighters casting fireballs? Why don't we have rogues casting healing spells?
I don't share your view of the purpose of classes (I list five reasons to use a class system there, and I wouldn't rank "stops you from doing other things" among those virtues). We can have fighters casting fireballs and rogues casting healing spells, just like we can have wizards using swords and clerics using thieves' tools. While I wouldn't expect these to be the default, I would expect the game to enable me to swap out whatever fighters get at level 5 for the ability to cast
fireball if it made sense for me in my game. If that change is going to suddenly make the character not a warrior or also a mage, because now that character needs to be able to use a wand of fireballs....yeah, that's hugely unnecessary.
As for the specific example of rangers using scrolls, it can (and does IMO) make sense story-wise: using a magic scroll requires to be familiar with magical scripts and language, arcane gestures, concentration... not things that typical rangers have training in.
But if my ranger is a 1e-style ranger with wizard spells, that's not something the system should be able to handle?
DMZ2112 said:
It sounds like what you want is a game where classes are so customizable that their subclasses/variants/builds/what-have-you undermine the sovereignty of other classes. At which point I would echo @GX.Sigma : why have classes at alll?
Again, I can think of at least five reasons, and none of them are prohibitive, because forbidding things isn't really the point of a class, as far as I can see. Rogues don't generally know healing magic because rogues generally have no reason to learn healing magic, not because the game would be abandoning all semblance of a class system if they learned it. Maybe the thieves in my campaign are theives of life who steal years from others and give them to their allies, and they belong to a guild that opposes the dominant church of death and light where shimmering knights of undeath defend the realm from outsiders. The game should make it
easy to do that. Inventing and imposing meaningless class groups is a completely unnecessary barrier to that kind of localization, because suddenly that staff of the necromancer would make a lot of sense in the hands of the warriors of my world despite being designed for "mages" and the Healer feat reserved for priests wouldn't be able to be enhanced by my "rogues who know some healing magic," because they're not technically priests.