Remathilis
Legend
I'll agree it was a poor choice of word, but I wanted to get the concept of ditching a grounded, realistic world resembling a historical time in Earth's past with added magical flourishes (how D&D had attempted to depict itself in the TSR eras) for a truly fantastic almost alien world where magic is the backbone of society to the point where it is painfully common. I wanted to get that across in as few words as possible and hoped I could slide a not-quite-right word in. I admit my guilt. [emoji12]I'm confident it's not really the point you care about, but I think this usage of 'verisimilitude' illustrates the problem with how it has the term is often used, at least on this board.
It seems that here as elsewhere, 'verisimilitude' seems intended to refer to plausibility by reference to earth standards.
That isn't how the term is typically intended to be used. Typically, it is intended to reflect the plausibility of things within their setting context. Verisimilitude is about internal consistency. As long as everyone in the setting is following the same rules for doing cool stuff, verisimilitude is maintained.
And nothing you mentioned is inherently implausible within a fantasy context. Certainly some settings are more fantastic (by reference to the real world) than others. But any or all of these things could be plausible within the proper context.
I understand that your overall point is that you're willing to sacrifice verisimilitude to get cool stuff added to the game.
I find it frustrating though that people have so badly misused or misunderstood the concept that there is a sense that this is a necessary tradeoff.
It isn't.
Switching gears for a moment back to the original premise. The Elder Scrolls Online, an MMORPG I'm heavily invested in, has 7 classes: dragonknight, templar, sorcerer, nightblade, warden, necromancer and arcanist. On the surface, they resemble D&D classes in terms of theme and "role" (templars use holy light and are great healers, nightblades are masters of stealth, etc). The two interesting factors though is 1. No class is pigeonholed into a specific role (all classes can heal, tank, or DPS); and 2. All classes can be magical or martial focused, but almost no class is exclusively either. A dragonknight, for example, might slap on heavy armor and have a greatsword, but can still breath fire or summon molten weapons. The net effect is that no player class is mundane; noc mooks might not use magic but players always have access to it. You have to specifically build a character with no magical ability (I've done it) but your almost always better adding a bit of magic to your build.
I bring this up in the context of D&D because ESO has given me an idea of how a magical rogue and fighter could look. A rogue isn't a common thief, he's a master of shadow and assassination, who can summon shadow duplicates, create illusions, go invisible, and even walk though walls. A dragonknight is a warrior who calls upon the spirit of dragons to enhance their martial attacks with elemental breath, dragon scales, sharpened senses, dragon fear and even flight. They aren't mundane warriors (those are NPCs) they are a cut above.
That is perhaps the route I am willing to go. All PC classes have some built in assumption of "magic" in them to a degree. No class is purely mundane in origins or abilities. They aren't going tobe spellcasters, but I think if you remove the idea of everyman classes and embrace everyone having magical or supernatural abilities, you remove the shackles off design and can truly design interesting classes and abilities. (We might even get a good ranger for once!)