Li Shenron said:
The problem is that for magic-type characters this is very easy to design. But the game also has characters whose concept is non-magical (at least at the start of their career and for a while). Fighters, rogues, barbarians are characters who do "normal" things, but much better than the average person. Spellcasters do "abnormal" things.
And that's EXACTLY the problem. As a 20th level Fighter in 3e, my options are pretty much: Attack, Walk on the ground. I could trip if I took the feat, I could disarm if I took the feat, I could sunder if I took the feat...but without them my option was to basic attack. I could also do some basic human things like jump, run, climb, talk, etc.
As a 20th level Wizard I can attack and walk as well as all the basic human things as well. I might not be as good at jumping and climbing...but oh well. In exchange I get the ability to level entire towns, stop and reverse time, imprison enemies with no way to resist it, teleport anywhere on the planet, fly, turn invisible, make myself resistant(or immune) to the enemies attacks, make anyone do whatever I want them to, and so on.
And the reason given why the wizard gets to completely outclass the fighter is simple: Wizards have Magic which can do anything, Fighters don't. So, unless you add restrictions to what magic does or give Fighters magic, nothing will change.
Li Shenron said:
While there is no problem in making spells simply unavailable to everybody else (and limited daily, for arcane reasons), doing so for fighting or roguish skills is a big blow to suspension of disbelief. Some people can easily play with SoD in every case, but other people like me cannot go too far.
I can't argue SoD, since it's different for each person. Some people have a strange need to make everything make sense in terms of real life.
To me the idea that there is a world where fighting techniques that are above average need to be "prepared" in the same way that spells are and are used up after you use them the same way spells are is completely plausible in the same way that a world where spells that work that way is. My answer to both is extremely simple: In this world it works that way.
Sure, I actually PREFER to visualize the restriction as simply not existing for martial types. As people have pointed out in other threads, it is easy to envision a world where the fighter tries a trip, followed by a shield slam, followed by a solid blow to the head that knocks the enemy out. It is difficult to envision a world where the fighter attempts a trip and then winds up to try the trip again and finds himself unable to aim at people's legs anymore.
The second example is what happens when you concentrate on the game rules as the physics of the world. In 4th, they are explicitly NOT the physics of the world. Instead, powers are a bit of narrativistic control given to the players. They are the player saying "I've been looking for a chance to trip him all combat, but he's been blocking his legs pretty well. Right about now, he makes a mistake and gives me an opening. I will use it to try and trip him."
Li Shenron said:
3ed had a brilliantly simple way to address special fighting manoeuvres. Everything you could possibly think about, you could do, but it was by default unconvenient unless you had special training. The -4 penalty to tripping, disarming, sundering is effective to make the manouevre not-worth. The specific feats which remove the penalty change it to worth it.
Why is this brilliant? We've now wasted large amounts of pages of a book with information useless to almost everyone without a feat. Meanwhile, we've opened up a bunch of options to every monster in the game who may not need a feat for the option to be worthwhile for them. This means that when a DM is deciding what a monster does every round he has to consider Bull Rush, Trip, Disarm, Sunder, Grapple, Basic Attack...all in addition to the options actually listed in the monster's stat block.
At the same time we've managed to lure new players or players who just aren't that good tactically into trying to disarm a monster instead of attacking it. Essentially making their action completely useless in any round they attempt it.
Meanwhile it ALSO causes the one person in the party who DID specialize in tripping to do nothing but that option every single round since they spent so many of their character options choosing to be good at it.