Imaro
Legend
Tim, from Monty Python and the Holy Grail.
EDIT: Nevermind, you said mythology. For some reason I read "fantasy".
Probably because this is a more fair criteria since D&D has never been the "Mythology Roleplaying Game".
Tim, from Monty Python and the Holy Grail.
EDIT: Nevermind, you said mythology. For some reason I read "fantasy".
The 'reality' of a fantasy setting is simply different from what we modern peoples perceive as reality. Fighter's aren't going to be throwing balls of fire, but they most certainly should be performing superhuman feats, even if they're known to be scientifically 'impossible' today.
Magic rarely works like that. It's very often an innate gift as well as a matter of secret knowledge, and it's not something you buy and upgrade and keep in a hanger. Magic isn't too consistent at all, in genre, actually. Sometimes powerful magic can be sensed half a world away. Sometimes a wizard's magic rests in an amulet or staff or somesuch, sometimes it's a matter of knowledge, sometimes it's in his blood or soul or even gallbladder (really). Similarly, a warrior in a fantasy story may have tremendous strength or other physical talent, or a legendary bloodline, or divine or fey ancestry, or be chosen by the gods or fate, or simply have greater courage and will and thus try, and do, things lesser men simply can't.Let's take a metaphoric comparison:
In the real world, there are pilots, and people who are not pilots. Pilots can fly planes. Non-pilots cannot fly planes. Non-pilots, can if they wish, spend years learning to be a pilot. At which point the non-pilot becomes a pilots and can fly planes.
As long as the casters are on the same track: doing subtle magic and rituals at low levels, and saving the crazy stuff for later.The more we thrash out this topic, the more convinced I am that I have no problem with fighters going beyond the mundane, so long as this happens at a sufficiently high level that I can enjoy my non magical fighters in the style of lower level gritty campaigns I prefer. I'm fine with the mythical stuff being in the rules, so long as it doesn't creep in too early.
...and ths is where I get confused... mid-level to high-level fighters of every edition, are (by the standards of our world) already superhuman. They perform all kinds of superhuman feats, go toe to toe with nightmarish creatures, can survive falls of immense heights, can kill numerous lesser men, and so on.
So with that established... what exactly is it that's being argued for here? Is it versatility? Is it just MORE power? Or is it something else because it's a little confusing on what exactly people want... especially with the "No magic in any form" requirement that also keeps getting expressed.
Giving magic to fighters completely misses the point of wanting to play a cool and powerful fighter who solves problems through extraordinary skill and strength alone.
I think it is mostly versatility and peak power or 'plot power' - things like dailies, encounter powers, martial healing, etc....and ths is where I get confused... mid-level to high-level fighters of every edition, are (by the standards of our world) already superhuman. They perform all kinds of superhuman feats, go toe to toe with nightmarish creatures, can survive falls of immense heights, can kill numerous lesser men, and so on.
So with that established... what exactly is it that's being argued for here? Is it versatility?
I'm sure it would be very frustrating and disheartening to perceive that DMs and game designers are actively punishing players by restricting fighters from hill cutting and chasm leaping.The problem is, the limits of what is "realistically possible" are constantly being evoked to place limits on what fighters can do.
I don't think that the craving for verisimilitude is unreasonable, especially the idea of fighters slicing hills in half. Sell me on it. Hit the fighter with gamma radiation and turn him into a hulking green-skinned brute or something other than "it's not balanced / it's not fair" (I'm not quoting you, I'm just paraphrasing the general argument I think I'm hearing).Removing the limiters placed on fighters by an illogical and unreasonable desire for realism would help solve both of those problems.
Yet giving magic to fighters is exactly what 4E did. They didn't call it magic they called it a martial power source, but make no mistake its fighter magic. So I would put forth the notion that if you want a fighter that solves problems through extrordinary skill and strength alone you don't want the 4E fighter.![]()
Since when were there spellcasters in Middle Earth who used overt magical rituals? Even Gandalf does no such thing, ever. All of the magic he uses is either so subtle that it is near invisible, or a quick and immediate application of his power without much overt casting. Most of all, he simply applies his knowledge and wisdom. Outside of the great wizards, there are no clear "mages" at all in the world of Middle Earth. Lord of the Rings doesn't have spells.
Similarly, saying that D&D heroes are not on par with demigods because the Deities and Demigods book says so is fairly circular, insular logic. You say that they are "heroes", but for most of human history, the terms "hero" and "demigod" were practically synonyms. To be honest, the Deities and Demigods' definitions of divinity, along with most traditional D&D definitions of such, are lousy. No construction of religion in D&D is remotely based on real world religion and beliefs, and most are rather stupid, even within the context of D&D itself.
The idea that everything corresponds to real-world physics except when magic intervenes is completely ludicrous in the context of D&D, though. D&D worlds involve giants, dragons, beholders, undead, divine intervention, and multiple alternate planes of existence which are readily accessible. How can you possibly say that the rules of reality in a D&D world compare to ones in our world? I can't accidentally stumble into an alternate universe in my daily life, yet a D&D character can. I can't jump 30 feet into the air, but who is to say that a D&D character can't?