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<blockquote data-quote="Sword of Spirit" data-source="post: 9605690" data-attributes="member: 6677017"><p>Sure, that's true. Most fighters want to have a skill or two they are the best in the group at, a useful background feature, etc. I'm not disagreeing with that.</p><p></p><p>One of the things I was alluding to is that the position that either non-casters need to have features that allow them to accomplish the same sorts of major non-combat effects that high level spells can accomplish, or casters need to <em>not</em> have that capability--which I see a dedicated following for online (and not just for D&D, but other RPGs), is not a position that I have ever experienced with any D&D players. I've seen enough people online with similar experiences, that, along with the statistical information we get about things like popularity of various classes, I believe the position to be a relatively small minority (though with broader representation amongst RPG theorists like myself). </p><p></p><p>It's kind of getting off topic for the thread though, so to reorient, the reason I even brought it up was to say my group (and I believe many others) do not experience the problem wih caster dominance that the minority with that position take, and therefore a rule that increases caster power slightly isn't something we see as worthy of automatic rejection (while those with that position would tend to see it that way). I was proactively addressing that anticipated criticism, so that I could instead get critiques that are more relevant.</p><p></p><p>I should also note that by classifying a position as a minority one, I don't intend to invalidate or marginalize it. There are perfectly good reasons to look for such a play style (and I myself hold many minority gaming positions). I do feel like the position can require significant shifts from both the D&D rules and lore to truly implement. LevelUp, while it didn't really work for our group, did a pretty good job of giving non-casters grounded out of combat utility that works for some people without deviating too far from D&D assumptions. More drastic changes, such as taking a mythic approach that makes non-magical characters clearly superhuman in the fiction, is I think (like many major deviations from classic D&D) a better fit for other RPGs entirely.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9605690, member: 6677017"] Sure, that's true. Most fighters want to have a skill or two they are the best in the group at, a useful background feature, etc. I'm not disagreeing with that. One of the things I was alluding to is that the position that either non-casters need to have features that allow them to accomplish the same sorts of major non-combat effects that high level spells can accomplish, or casters need to [I]not[/I] have that capability--which I see a dedicated following for online (and not just for D&D, but other RPGs), is not a position that I have ever experienced with any D&D players. I've seen enough people online with similar experiences, that, along with the statistical information we get about things like popularity of various classes, I believe the position to be a relatively small minority (though with broader representation amongst RPG theorists like myself). It's kind of getting off topic for the thread though, so to reorient, the reason I even brought it up was to say my group (and I believe many others) do not experience the problem wih caster dominance that the minority with that position take, and therefore a rule that increases caster power slightly isn't something we see as worthy of automatic rejection (while those with that position would tend to see it that way). I was proactively addressing that anticipated criticism, so that I could instead get critiques that are more relevant. I should also note that by classifying a position as a minority one, I don't intend to invalidate or marginalize it. There are perfectly good reasons to look for such a play style (and I myself hold many minority gaming positions). I do feel like the position can require significant shifts from both the D&D rules and lore to truly implement. LevelUp, while it didn't really work for our group, did a pretty good job of giving non-casters grounded out of combat utility that works for some people without deviating too far from D&D assumptions. More drastic changes, such as taking a mythic approach that makes non-magical characters clearly superhuman in the fiction, is I think (like many major deviations from classic D&D) a better fit for other RPGs entirely. [/QUOTE]
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