Nerf wizards.The point is, that in itself isn't balanced, so how do you go about balancing spot light between the player of a 'mundane' class and the player of a magical class?
Nerf wizards.The point is, that in itself isn't balanced, so how do you go about balancing spot light between the player of a 'mundane' class and the player of a magical class?
Nerf wizards.
I feel like I almost agree with most of that, because it should be true -- but I don't think the designers of D&D's mundane classes have ever given much thought to realism, beyond not giving Fighters magic powers, or to non-magical settings.Designing 'mundane' classes is always extraordinarily hard compared to designing classes that can do anything mechanically you are willing to justify. Mundane classes are forced to adhere harder to casual versimilitude and casual realism than a class which gets to opt out of realism by default. Also when you create a mundane class, you are under some pressure to create a class that also works in a setting without magic. If someone wants to run a D&D game in the real world antiquity (and no magic), then you don't want to force them to use a class where magic is implied. And its inherently hard to balance mundane with magical without making the mundane feel like just a variant spellcasting class - especially at higher levels.
First, I think it needs to be realized by designers that above about 6th level, you are no longer talking mundane. Above 6th level, you've at least moved into the realm of 'action movie hero' where falls which would kill or cripple a mundane person cause minimal injury, and traumatic wounds are recieved without anything but momentary discomfort. You've entered the realm of Rambo and John McClane (from Diehard). Therefore, if games are set in antiquity without magic AND the DM is also allowing for high level play, then you are also entering into the power level of Samson, Heracles, Achilles and the like regardless of whether magic is available. A 20th level fighter is not equivalent to a mundane hero or champion.
I feel like I almost agree with most of that, because it should be true -- but I don't think the designers of D&D's mundane classes have ever given much thought to realism, beyond not giving Fighters magic powers, or to non-magical settings.
Using D&D as the basis for a non-magical swashbuckling or gun-fighting setting just doesn't work without everyone agreeing to make it work.
The problem is that there are many, many way to define someone as heroic, in the action-movie sense, and D&D's definition revolves around taking many, many hard shots to go down. If we were designing a Hollywood-western RPG, for instance, that wouldn't be our chief heroic trait.
If you didn't know how D&D worked, but you knew that a 4th-level character was supposed to be a hero, you wouldn't immediately define him as able to take four times as many bullets, +20% accuracy, etc.
In fact, the defining trait of a hero, across many genres, is bravery. Bravery stands out to me as (a) lacking in D&D, for the most part, and (b) profoundly important in both real and fictional combat. In a gun-fight, the difference between the "high-level" and "low-level" characters is that the true gun-fighters can and will keep their nerve enough to hold their gun steady, to focus on the front sight, and to smoothly control the trigger, rather than jerk the trigger with the gun poking out from behind cover.
In my experience, an "epic" feel has less to do with stopping time for 1d4+1 rounds and more to do with what your character accomplishes.Which leaves us with a game where no class feels epic.
In my experience, an "epic" feel has less to do with stopping time for 1d4+1 rounds and more to do with what your character accomplishes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.