I don’t know how to adapt the game to solve the narrative utility of non caster classes.
Remove all utility spells and power. No more flying, wild shape, suggestion, unless having a restrained combat utility. For the narrative utility use only skills, which bring us into the 4ed model. Combat or skill challenge. Been tried. Not a success!
Giving supernatural power to martial class don’t seem a solution for many.
Nerf casters look like a easy solution, but what if a table dont use that much social and exploration encounter where caster prove their superior narrative utility. We will create the reverse problem, if you don’t have enough social or exploration encounter don’t play caster you won’t have enough utility in combat to compensate.
The game per se don’t dictate a percentage of combat, exploration or social encounters.
And the game don’t give any clue about how important on ressource, time play, those encounters should be. We know we have three pillars, but not restraint on how to use them.
for now I see no solution.
But what I interpret in the comments is sometimes a stubborn to use all the game when a smaller scope can fit better the expectation.
Some classes don’t fit your game, don’t use them.
High level spells screw your adventure, limit the level of your players into a smaller range.
Surely we can hope for a better game, but we don’t have to endure any pain just to make sure we use all material.
Remove all utility spells and power. No more flying, wild shape, suggestion, unless having a restrained combat utility. For the narrative utility use only skills, which bring us into the 4ed model. Combat or skill challenge. Been tried. Not a success!
Giving supernatural power to martial class don’t seem a solution for many.
Nerf casters look like a easy solution, but what if a table dont use that much social and exploration encounter where caster prove their superior narrative utility. We will create the reverse problem, if you don’t have enough social or exploration encounter don’t play caster you won’t have enough utility in combat to compensate.
The game per se don’t dictate a percentage of combat, exploration or social encounters.
And the game don’t give any clue about how important on ressource, time play, those encounters should be. We know we have three pillars, but not restraint on how to use them.
for now I see no solution.
But what I interpret in the comments is sometimes a stubborn to use all the game when a smaller scope can fit better the expectation.
Some classes don’t fit your game, don’t use them.
High level spells screw your adventure, limit the level of your players into a smaller range.
Surely we can hope for a better game, but we don’t have to endure any pain just to make sure we use all material.