The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.

You mean like skills? PF's combat maneuver system also handles this pretty well.

The book gives you examples of what you can do with your bonus, but there's a lot of room for interpretation in the uses/effects of a skill.

Negative. I do not mean skills. Skills are not Class resources. As we both know, the skill system is a mechanical delivery system devised to adjudicate task/conflict resolution. It is independent of Class. I would talk about Narrative conflict resolution and Skill Challenges and invoke "gorges" manifesting from failed Ride checks but that would be unhelpful to the issue at hand as it is in no way related.

However, I disagree that all classes need to be on the same platform here. Magic is magic. Its effects should be mystical and unpredictable, from an in-game and metagame perspective. Trying to codify magic and make it into an explicit system is one of the areas where D&D has gotten worse over the years (and one of the few ways in which 3e really took a step back from 2e; the spells feel far more mechanical and far less like spells; their abusability is a direct consequence of this).

I understand and am well aware of your position. I just find it tenuous, at best, to state that Wizards/spellcasters only should have a mechanic-circumventing, Narrative module as part of their Class DNA, which allows them access to Director's Stance by way of omniscience and unbound strategic travel, while maintaining the position that its possible to not marginalize classes whose design space they share. I would love if there was a way to do this. I just cannot imagine it as "I know everything" and "I can be anywhere I wish" are far too potent a comparative card to play...and beside the point, even when disallowed they are enormously disruptive (to immersion, fiction pace and real life game pace) as they must be negotiated.
 

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Skills are not Class resources.
Spells don't have to be either. Particularly rituals or the like.


I just find it tenuous, at best, to state that Wizards/spellcasters only should have a mechanic-circumventing, Narrative module as part of their Class DNA, which allows them access to Director's Stance by way of omniscience and unbound strategic travel, while maintaining the position that its possible to not marginalize classes whose design space they share.
In other words, you believe that wizards are too magical.
 

Spells don't have to be either. Particularly rituals or the like.


In other words, you believe that wizards are too magical.


1) We're talking about Class-specific components and how they leverage their class components to score upon the relevant micro-pillar metrics. Whatever that is outside the framework of Class-specific components (be it skills, spells, tacos, kazoos) is immaterial to the discussion. I don't know why you are pursuing this.

2) Magic doesn't exist. Therefore, "proper adjudication of resolution of magic" is not some objective reality, it can only be subjective opinion. Therefore, magic being magic only insofar that it is made (i) open-ended, unconstrained, opaque, vague, hand-wavey, negotiable is expressing the subjective opinion of "how Ahnehois want magic adjudicated". It is in no way something that can be empirically tested and proven. Magic as (ii) "mathematical formula derived from the laws of Conservation of Mass and Energy, 2nd Law of Thermodynamics, Newtonian Mechanics, etc through which an internally consistent physical world is constrained" is just as reasonable as is magic as (iii) "solid numbers that act as a resolution mechanic that is reasonable, intuitive, user/DM/game-friendly and make sense under scrutiny."


I'm not sure if you're trying to be difficult here or continuing a line of reasoning that you are preparing to elaborate on. If it is the former, please, can we not do this.
 

Hrm. I'm pretty sure you could do a similar writeup for the cleric class (A or better for all three pillars). Which means the only super-core class that isn't a "generalist" in the sense you're discussing is... hey, our buddy the fighter! (And every "hybrid" class arguably sucks in the non-combat pillars to the precise degree it resembles the fighter.)

Seriously, though, a close re-examination of the spell lists (drastically increasing the levels of spells like scrying and teleport, IMHO) could do a good job of balancing wizards (and clerics) against the other classes you mentioned across all three pillars - SO LONG AS steps are also taken to limit the max spells those classes have prepped at once. A level 5 wizard burning a level 2 spell slot on Spider Climb is a valid and balanced trade-off; a level 20 wizard doing the same isn't really giving anything up.
 

Magic doesn't exist.
Exactly the point. Magic does not follow the laws of physics, or any other particular laws. Thus, whatever actions are defined as possible by the game reality (including the use of nonmagical class abilities, as well as a variety of other mechanics), magic can do things outside those boundaries.

Thus, the basic form of "if a magic class ability (spell) can do/say/be X, I should be able to do something equivalent to X with a nonmagical class ability", i.e.
If this is to stay in the game, then other classes beside the Wizard really need abilities "written narratively rather than mechanically, and subject to a great deal of interpretation"
doesn't make sense.

The real issue with wizards and their ilk is that they can learn and cast their various spells far too easily (which goes back to my post earlier in this thread).
 

Meaningfully difficult, but not impossible. The rest sounds good to me.
'Meaningfully difficult' by default is 'trivially easy' with enough system mastery. Perhaps, 'virtually impossible,' leading up to 'meaningfully difficult' for the most insanely optimized cast-in-melee build (if it's even possible to anticipate such a thing!).

Goodness, no. Spells written narratively rather than mechanically, and subject to a great deal of interpretation, to dissuade the PCs from thinking that magic is something they can own or control. This is the perfect example of where the arbitrary nature of "DM fiat" actually adds to the tone of the game. Magic should be unpredictable.
Unpredictable magic is overpowered magic. You said spells need not to be overpowered, and that it would be 'easy' to avoid. Reliance on every DM everywhere making the right call every time is not, in my book, 'easy to avoid' - more like impossible.

Narrative description and unpredictability, though, would be great in point (2), when it comes to whether a spell can be cast and what unintended consequences it might have. They're just hopeless when it comes to limiting the actual power of spells. To do that, you have to say exactly what a spell does and how well it does it, otherwise, there's not a limit on it's power, at all.


Though, there could very well be a divide, here, as in number of spells castable, between Vancian and non-Vancian casters. Vancian casters, being 'fire-and-forget' rote casters, might have tightly-defined spells that always do the exact same thing every time, while non-Vancian casters may be able to manipulate their magic to do different things improvisationally, for instance (though even they should still have a firm mechanical foundation for the basic uses of their abilities).


Exactly the point. Magic does not follow the laws of physics, or any other particular laws. Thus, whatever actions are defined as possible by the game reality (including the use of nonmagical class abilities, as well as a variety of other mechanics), magic can do things outside those boundaries.
Half right. Magic can also fail to do things well within those boundaries. For instance, in some fantasy world, magic may be absolutely unable to kill (put you to sleep for a thousand years, but not kill you outright - kudos to anyone who catches this reference, BTW), or it may be powerless against True Love or Cold Iron or upon Hallowed Ground. Magic has no basis in fact, so it's power - and lack there of - can be defined arbitrarily.

Early, you argued that it would be easy to create spells that were not 'too powerful,' now you're arguing that for magic to be magic, it's power must be utterly unrestrained.

Now, if what you meant to say was that the things magic does, in nature or in essence, can & should be outside what can be done by mundane means, but need not be of any greater (nor even equal) power, then I'm with you. For instance, making a newly-laid chicken egg hatch into a full-grown songbird is impossible by mundane means (though you might fake it with some prestidigitation), but, while it implies supernatural powers, that trick, alone, is not powerful. And, magic not being consistent or predictable nor following any laws, that ability in no way implies the ability to conjure thousands of brown recluse spiders into you enemy's clothes.


Thus, the basic form of "if a magic class ability (spell) can do/say/be X, I should be able to do something equivalent to X with a nonmagical class ability", i.e.
Quote: Manbearcat ==============
If this is to stay in the game, then other classes beside the Wizard really need abilities "written narratively rather than mechanically, and subject to a great deal of interpretation"
==============================
doesn't make sense.
From a game design perspective, in terms of power/balance, it doesn't. But the reverse does: magic needs to be constrained to be balanced with non-magic-using classes. That could mean no more versatility and potence than non-magic, or it could mean more versatility (able to do things outside the laws that apply to non-magical means), but /less/ potence.

But, I don't think that's what he's talking about. He's talking about a stylistic element. Really, there's no need for the game mechanics to dictate narrative or 'directors stance' as he put it, or not. If a player wants to willfully suspend his disbelief and 'immerse' as his character, he can; if he wants to puppet-master his character from an observer's perspective, he can. Balanced mechanics won't actively 'force' either, they'll just sit there, being mechanically balanced, to be used under either style at the whim of the player.
 
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Half right. Magic can also fail to do things well within those boundaries. For instance, in some fantasy world, magic may be absolutely unable to kill (put you to sleep for a thousand years, but not kill you outright - kudos to anyone who catches this reference, BTW), or it may be powerless against True Love or Cold Iron or upon Hallowed Ground. Magic has no basis in fact, so it's power - and lack there of - can be defined arbitrarily.

Early, you argued that it would be easy to create spells that were not 'too powerful,' now you're arguing that for magic to be magic, it's power must be utterly unrestrained.

Now, if what you meant to say was that the things magic does, in nature or in essence, can & should be outside what can be done by mundane means, but need not be of any greater (nor even equal) power, then I'm with you. For instance, making a newly-laid chicken egg hatch into a full-grown songbird is impossible by mundane means (though you might fake it with some prestidigitation), but, while it implies supernatural powers, that trick, alone, is not powerful. And, magic not being consistent or predictable nor following any laws, that ability in no way implies the ability to conjure thousands of brown recluse spiders into you enemy's clothes.
Well that's the totality of what I'm getting at. Magic should have power outside of the normal laws of the game, but it should also have restrictions outside of the normal laws of the game. Earlier versions of D&D had some of this, a variety of fantasy rpgs and fantasy fiction postulate any number of ways to limit magic.

If you're a fighter, you can reliably whack things. If you're a wizard, you shouldn't be as reliable.
 

Well that's the totality of what I'm getting at. Magic should have power outside of the normal laws of the game, but it should also have restrictions outside of the normal laws of the game.
Those restrictions needn't be limitted to reliability, and /power/ (in the typical RPG sense) needn't be greater from non-magic to magic. Rather, magic might be more versatile (able to do many things natural means cannot, and perhaps unable to do some things natural means can - though, remember, natural means are still readily available to the caster, so there's vanishingly little 'balance' there), but less powerful, than natural means. Or more versatile, comparable in power, but difficult to access.

Or magic might be different from natural means only in how it accomplishes things, not what it can ultimately (in mechanical terms) accomplish. Magic has no basis in reality, so it can be arbitrarily defined as desired. There is no getting magic 'wrong.'
 

Exactly the point. Magic does not follow the laws of physics, or any other particular laws. Thus, whatever actions are defined as possible by the game reality (including the use of nonmagical class abilities, as well as a variety of other mechanics), magic can do things outside those boundaries.

No. It does not logically follow that because "Magic does not exist <in our world>" that then physical laws do not govern it. In fact, I would say that the fact that it "exists somewhere" (in the fiction) is a logical proof that "physical laws govern it." The only things that physical laws do not govern, and thus hard-code/constrain their parameters, are things that "do not exist anywhere...period". If something is happening, then, by definition, it is governed by physical laws. What those physical laws might be (in a fictitious world) might be up for grabs to one degree or another. I mean, the Fire God in the Sky (the sun) was "magic" before astrophysics were understood. That, of course, doesn't mean that astrophysics only came into existence (as a governing body) when Newtonian Mechanics were realized/understood.

We seem to work very hard to care about and protest unconstrained mundane activity by invoking physical laws of drag, friction, gravity (except for when we don't care and disregard - flying dragons, unbound arthropods, lack of synergy between physical stats...for some odd reason) but then we seem to work with the same earnest toward not uncovering/canvassing the inevitable physical laws that must govern magic...so it can be magic...and hand-waved and negotiated...and thus wrought with game-breaking potential. The first rule of "Magic Club" seems to be that you "DO NOT TALK ABOUT MAGIC CLUB."

Thus, the basic form of "if a magic class ability (spell) can do/say/be X, I should be able to do something equivalent to X with a nonmagical class ability", i.e.doesn't make sense.

You're going to have to do better than "doesn't make sense." Because it makes tons of sense to me from multiple perspectives:

- maintaining the integrity of pillar relevance.
- maintaining a reasonable equilibration toward the mean accepted level of "Generalist" play (eg Bard and Rogue/Thief).
- creating dynamic, non-rigid fiction whereby more than one class has Narrative Rights built into its Class Infrastructure.
 
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How about we work off of the construct in the original post and determine where we need to "recalibrate" the grades in the micro-pillars of the Generalist Wizard to get its metrics in line with the Bard and the Rogue metrics:

The Generalist Wizard

Combat - A-


Offense - A

Defense - B
Control - A+
Support - B+


Mechanics: Average single target damage (with some single target spells that circumvent the mechanics) but considerable, varying options for unmatchable AoE capability (which again, sometimes working outside of the mechanical system). Although unmatchable, AoE spells are still generally less effective spells than their of-level Control counterparts (which speaks more to the potency of the Control capability). Static defensive capabilities are average but through spells, class has unmatched tactical mobility, illusory misdirection (self-target management) and extreme means of protections from ranged/melee physical attacks and elemental effects/spells. Bulwarking the defensive abilities are Conjurations/Summons spells which interpose themselves between the class and opponents. Unmatched means of control as preeminent battlefield dictator, through encounter changing action denial/harassment/inducement of negative status effect. Considerable support capability through numerous buffs; from static bonuses, physical/elemental damage/spell mitigation/protection, to action economy to unmatched tactical mobility. Grade: A-


Exploration - A+


Perpetuate Travel - A+

Solve Puzzle/Obstacle - A+

Circumvent Obstacle/Trap - A
Mitigate Exposure/Hazards - A

Mechanics: Has unmatched means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through lore, transmutations and divinations. Can mitigate exposure to features of hostile environments through abjurations, transmutations and sacrificial conjurations which makes travel through hostile domains safer. Through lore and unmatched divination use, can facilitate resolution of, and often circumvent, exploration conflict and puzzle challenges. Grade: A+


Social - A


Coerce Neutral NPC - A

Gather Information - A+

Resolve Aggression Without Conflict - A-
Solve Mystery - A+


Mechanics: Through lore and unmatched enchantments, divinations, and illusions the class can effectively play the role of face, mediator and spy and can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Has the most access to system circumvention mechanics, borderline omniscience through divinations and summons, as means of mystery solving. Grade: A



In my mind, the red, bolded, underlined metrics need tuning downward slightly. If this is true then, Teleports/Travel Spells, Divinations, and Buffs seem to be the "problem children" here.
 

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