Manbearcat
Legend
But yeah if the Knock spell enabled the caster to swap their arcana for thievery skill for eg - that would work for me in a more realistic and interesting sense.
I particularly loved 4e's resolution by way of this:
- Sub Arcana for this skill because you're a Wizard and the associated narrative to the resolution is you Wizarding the problem solved.
but also
- Sub Streetwise for this skill because you're a Rogue and the associated narrative to the resolution is you Roguing the problem solved.
Y'know, I never thought of that Manbearcat. it's a good point. Memorization and casting is supposed to be difficult. So difficult that you require extensive training to do it. But, once you've had that training, you absolutely cannot ever fail to succeed in doing it (unless something outside prevents you) every time you try. But a rogue trying to hide, despite his extensive training in it, fails fairly often.
It is a good point. Why is "extensive training" acceptable in one case for automatic success, but not in others?
Absolutely. I've brought this precise point up before. With respect to those who are ok with that double standard, it didn't get much traction from them in terms of an explanation.
I see the usual suspects are front and center on this subject.
So magic can do magic things and non-magic cannot and that is a problem? Scratches head.
We aren't "the usual suspects" decrying that "magic can do magic things and non-magic can't so there is a problem." The problem is a lot deeper than that. Give us a little more credit for nuanced positions than that. They've been explained dozens of times in dozens of directions.
At one time, spells were very easy to interrupt. Casting had to be declared before initiative was determined. The caster couldn't move so much as a step on the round a spell was cast, and a small rock hitting the caster before completion spoiled the spell AND expended it.
ALL of these things were sacrificed on the altar of un-fun. Now we have unlimited casting, nigh uninterruptable casting and yet people are STILL at a loss as to why magic is so good.
This was indeed the case for the combat mechanics of spellcasting but this isn't quite what I was trying to capture. I was mostly trying to capture the (seemingly to me) inescapable reality that there are several component parts of the art of spellcasting that are mundane (but not unexceptional). These would be all the stuff I mentioned in my posts (and the stuff pemerton has outlined below) and compared it to a mundane craft with a healthy margin of error (75 % success for a proficient, free-throw-shooting craftsman). These aren't supernatural and they have real world analogues (the same means that GMs use to apply double standards when adjudicating mundane hero's contests/trials). Why do we grant Wizards outright mechanical fiat in each and every one of the extremely difficult (presumably so or Wizarding would be extremely pervasive), mundane component parts of spellcraft, but fightercraft and roguecraft (et al) each need to be put through the ringer?
I'm going wade in here, albeit a little late and despite that my opinion means nothing really, but from my perspective @Manbearcat hit the nail on the head with his post which included the "OMGHOWCANWIZARDSNEVERFAILSPELLCASTINGWTF!!!?" and effectively ended our diatribe a while ago.
I have seen nothing from the opposition since which comes close to countering the points he made. For the record, I am from the opposition. I am one of those that dislike mundanes with mythic/legendary powers. My preference has always been they should be an optional module in the DMG. And I feel the below quote by @Savage Wombat explains my 'unreasonable' logic![]()
It would be nice to have a sufficient answer or a "well crap" by folks who are good with this paradigm.
I think both of these responses to @Manbearcat and @Hussar don't quite address the point.
It's true that many parts of D&D magic are unexplained. But some bits are explained. For instance, you have to wiggle your fingers a certain way. You have to speak certain words in the right way. At least in some editions, you have to memorise some stuff that's hard to memorise.
Why does this not require stat/skill checks from a spell caster, when exactly the same sort of stuff (a bard singing a song, a thief performing stage magic, any PC trying to remember and recall complicated stuff) does require a check? Or in other words, why does a spell caster get auto-success on the purely mundane, physical parts of casting a spell, when martial PCs don't get auto-success on the comparable mundane, physical activities that they undertake?
This is it. 100 % it.
Because magic is not explained.
No, the supernatural components are not explained, this is true. But the natural, mundane components of spellcraft and Wizarding:
(a) are both intuitive and easy to extrapolate the difficulty/margin-of-error due to real world analogues.
(b) have various aspects of the craft which have actually had tests for success throughout the editions (there just isn't coherent follow-through..."because game" and "because different designers").
(c) must require an extraordinarily honed acumen such that the club is exclusive in the extreme. if it didn't require extensive training to yield that acumen in each mundane component part and/or if it didn't have any real margin-of-error, then wizards would be more common than Starbucks baristas in our present world (imagine that!).