Here's the issue as I see it.
Casters (not just wizards) have tools (spells for the most part) that allows the caster to change the narrative of the game without GM consent. They have the ability to take control of the narrative.
Martials (not just fighters) do not have tools that allow them to change or take control of the narrative of the game.
What traditionally happens in D&D games is that the DM spends a great deal of time preventing the wizard from altering the narrative either through changing spells or putting up barriers to success (negative reinforcement or counter measures).
What I would like to see is the reverse of that. An acceptance in D&D of player control of the narrative (which some DMs do anyway) and allow martial characters tools to take control of the narrative.
Let's ignore the fighter for a moment and look at the paladin, a traditional leader of men and defender of the faith. What if the paladin had a class ability that allowed them to call forth X number of followers in a settlement. Orcs are attacking the village, the paladin turns to the people of the town and shouts, follow me, and X number of townsfolk grab their spears and off they go. The paladin has inspired the people of the village to follow her. I think that traditionally this would be a "role playing" segment of the game that would be completely at the mercy of the DM's narrative. But what if it worked like a wizard spell (summon monster for instance), in that there may be a saving throw but other than that, the DM doesn't get to object. The paladin has used a class ability to override the narrative and summon forth his followers to fight the big evil.
Anyway, there are probably many more "mundane" things we can consider when thinking about narrative control for martial characters. But first and foremost, the DM has to want the players to have that level of martial control, otherwise they will simply use negative reinforcement and counter measures in the same way they do with caster abilities.
I agree with this description, but I also get the impression from my players that those who pick martial classes don't want these kinds of tools. They are satisfied to be reactive rather than proactive. I've felt resistance from the players when I tired to put purely narrative tools in PC hands.
I agree with this description, but I also get the impression from my players that those who pick martial classes don't want these kinds of tools. They are satisfied to be reactive rather than proactive. I've felt resistance from the players when I tired to put purely narrative tools in PC hands
If you include narrative options and trickery on the non-casters then the sort of people who normally pick casters add them to their mix. if you include casters like the Elementalist Sorceror then the sort of people who normally stick exclusively to fighters add them to their mix.
How or should D&D allow players who want to play casters without narrative tools and those who want to play martials with narrative tools, get there fix? Can they?
[...]The sorcerer is an example of a class that lends itself to taking non-narrative spells (blaster type spells).
I don't know that that's "traditional", but let's roll with it for a minute. If you have a situation where a player and his character's abilities are in conflict with the DM, I think the solution is to try and reduce the conflict, rather than bring everyone else equally into the fray.What traditionally happens in D&D games is that the DM spends a great deal of time preventing the wizard from altering the narrative either through changing spells or putting up barriers to success (negative reinforcement or counter measures).
I imagine so. Having those narrative tools is a lot of responsibility, and sharing them can cause chaos. D&D is not a story game; it's about putting yourself in the shoes of one character and playing that role. Other games can share narrative control, but I don't think that D&D needs to go strongly in that direction, and I don't think it's a forward or modern direction, simply a different type of game. It's not as if PCs are an oppressed race in need of emancipation.I agree with this description, but I also get the impression from my players that those who pick martial classes don't want these kinds of tools. They are satisfied to be reactive rather than proactive. I've felt resistance from the players when I tired to put purely narrative tools in PC hands.
The teleport spell is the benchmark for high-level magical transportation. [...] Trying to give nonmagical characters an equivalent ability doesn't solve the problem, besides the ridiculousness of them having that ability.