Neonchameleon
Legend
Because while a few players may want to choose solely based on style of narrative options, I suspect for most players character choice is a multi-dimensional thing. Where it sits on the style of narrative options is one variable. The fluff, style, power source (the flavor of how it delivers its options - the flavor) also matters.
This. There are a lot of factors involved in what I want to play and flavour is a big part of them.
And apparently, spell powers and skills allow these people to feel this way? I think those players should just play a goddamn fighter/mage and be done with it. It's not as if fighters are actually excluded from a narrative lead, or interaction, outside combat. That's ridiculous.
Yeah, I think it really is a matter of playing more. "Interestingly" isn't the best way to say it. Get over the spell envy, and just do stuff. Ability to interact with the world is not a class ability, it is a measure of player / DM skill.
In my opinion. Play what thou wilt shall be the whole of the law...
D&D Next is still in the development stage, which is why I feel free to say exactly what I want and why it isn't doing some things for me.
And the historic D&D wizard has the ability to turn straight to the DM and say "No. It isn't happening." Such as when the DM says that the enemies are coming through that exit to the cave. A Wall of Stone means they aren't.
As for play what thou wilt being the whole of the law, this is what the whole argument is about. One of the things I want to play is a genuinely competent thief-acrobat. In D&D Next as it stands, tightrope walking is DC 25. I can't even play a thief who can match a real world circus performer on a tightrope - or even walk reliably on one in my back garden. A rogue therefore does not fulfil my criteria to work as an acrobat. If I want to tightrope walk reliably, I'm going to need the Levitation spell.
But my normal reason for wanting to play a rogue is wanting to play something like one of the classic Mission Impossible team. Something like the following ability (stolen from Spirit of the Century) would really help with the latex/alchemical masks and instant disguises.
[h=4]✪ Master of Disguise [Deceit][/h]Requires Clever Disguise and Mimicry.
The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually the PC in disguise!
The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (“Wait a minute – you’re the Emerald Emancipator!”).
In order to even approach such shenanigans in most versions of D&D I need actual explicit magic. Much as I like the rogue archetype, a rogue who can't reliably walk on tightropes (and I mean walk rather than full scale high wire acts involving skipping, dancing, handstands, and unicycles) and who can't play reliable disguisey shenanigans isn't fulfilling what I want to do as a rogue.
If "Play what thou wilt shall be the whole of the law" then where is the objection to letting me have my trickster-rogues? The ones who are able to step in and say "What you've just seen wasn't actually what was going on". And it's for the rogues far more than the fighters that I need the metagame abilities - especially if I want the rogues to stand a chance keeping up with the casters.
I wish I still had that post. I broke out so much in there.
Honestly, I just don't see this here.
1e before 9th level...ok, maybe. After that, forget about it.
2e with specializing (which still lets you be a Generalist, Batman Wizard)...by level 5 you're a monster who "should", if you have a reasonable modicum of system mastery) be handling every conflict that arises and by level 9, dominating all theaters of conflict...without any threat of being spell-starved.
Just to put this into perspective, 1e soft-capped at level 9 and the game was intended to change at this point (indeed the highest level PC in Greyhawk was Sir Robilar at level 14). And in 2e the generalist wizard needs to explore for all their spells. One of the huge advantages a specialist wizard gets in 2e is a free spell each level. Also Save or Suck isn't that reliable.