Using your spells is resource management, and the fighter is there to kill stuff that isn't worth wasting valuable magic on.
@
rounser
This state is probably as good as any game will ever get combining gritty swordsman with high fantasy magcian. Its honestly the best that anyone could hope for if they were of Cirno's mind-ALBEIT he was not talking about combat. But rather all the things they can do out of combat. Nonetheless, I dont know that 4E's "ritual solution" is necessarily the best. ALTHOUGH I do disagree with rounser who said rituals-
at least in concept- kill the archetype by giving everyone magic.
It is also, IMO, absolutely abyssmal design in terms of suspension of disbelief and maintenance of archetypes. Anybody can cast spells, for balance reasons?No thank you, that's not part of the fantasy worlds I want, nor part of D&D's universe as I accept it as legimately being.
In a highly magical world I could support
some sort ceremonies or rituals that a mundane priest might perform, a kind of pseudo magic rite/prayer that requires many people and some knowledge of religion. A cleric wields more divine power than any mortal, but common worshippers should still be able to see the power of the divine other than in the cleric.
This is contrasted with arcane power which is secret knowledge in which you must be trained and invest immense time to study. Thats very different from the power of
faith which anyone and indeed many thousands of worshippers have.
To use a "story" example; consider a murder mystery. With magic, the player of a caster simply uses some form of divination to figure out the answer. Hell, a divine caster can even just raise the victim from the dead!
The Dungeon
Master ultimately has more control than anybody. The caster ONLY has more narrative control than any other player IF and only if the Dungeon Master allows them to have it. The Dungeon Master is in control over the results of divinations what they reveal or dont, in fact truthfully, whether they succeed or fail for many of them have a % chance-and though Cirno calls cheating/fiat/fudge as evidence of the rules being flawed, I believe it has always been an acceptable part of the game.
Complete Champion IIRC talks about how
Dungeon Masters should use players divinations, there's a chapter on it. Furthermore you can only raise someone from the dead IF they want to return. IMC most of the time raising a random person (basically any non NPC) is fruitless, because overwhelmingly, most people are more content with the afterlife than the material world so it fails except in the case of willing PCs. PCs/Adventurers are abberant, they not "usual" people. A Cleric no matter how powerful
CANNOT just go around bringing back any dead NPC they feel like with True Ressurection-if an NPC comes back, its because the Dungeon Master has
allowed this to happen. And if the Dungeon Master did not want it to happen, then it would not, by no means are they/should they be expected to just say "yes" or "it works" in all cases just because they PCs attempt something.
That's a degree of narrative control that the player of a non-caster just doesn't have, and never will, save for DM fiat. That is Cirno's point.
Rather thats a degree of
potential narrative control, or AKA "Making-Things-Potentially-Happeness" that casters have IF they are allowed it, yes. And IMO there is nothing wrong with that. Obviously of course, you may or may not have a serious problem with this.