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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="I'm A Banana" data-source="post: 9139719" data-attributes="member: 2067"><p>I'm not sold on the idea that "Fighter" and "Wizard" are playstyles. You can play either class in a wide variety of ways.</p><p></p><p>They're archetypes. Narratives. Paths that you choose as a player before you even know what that path can lead to in the game (and, not coincidentally, "Fighter" is a much more incoherent narrative in D&D than "Wizard" is...there's a reason one used to be Magic User but changed, and one is still Fighter.)</p><p></p><p>And when one dude is telling a story about a gritty war and the other dude is telling a story about a plane-spanning wonder-worker, well <em>these aren't compatible narratives</em>. It's like Harry Potter showing up alongside Gandalf or Conan walking through the house from Hansel and Gretel. They're just not working within the same assumptions.</p><p></p><p>So, don't define the narratives as something players can choose independently. Define the narratives that you are willing to tell with the adventure you're running. In something like the Shattered Obelisk, maybe there are psychically powered aberration hunters. In a dragon-themed campaign, brave dragon-slayers. Don't define your story without the rest of the group! </p><p></p><p>I said that I'd nuke the idea of class, but it's probably more accurate to say I'd nuke the idea of <em>choosing a class</em>. Play your character. If you want to be a wizard, take wizard-y actions. Don't assume you'll be able to cast <em>wish </em>someday. Choose what you would do to be a wizard <em>right now</em>. </p><p></p><p>The difference between a fighter and a wizard is much more in the metagame than in the class features, and if you want them to feel closer to each other in power, spell slots and martial dailies only get you so far. What really gets you there is being on the same page about the kind of story you're telling.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9139719, member: 2067"] I'm not sold on the idea that "Fighter" and "Wizard" are playstyles. You can play either class in a wide variety of ways. They're archetypes. Narratives. Paths that you choose as a player before you even know what that path can lead to in the game (and, not coincidentally, "Fighter" is a much more incoherent narrative in D&D than "Wizard" is...there's a reason one used to be Magic User but changed, and one is still Fighter.) And when one dude is telling a story about a gritty war and the other dude is telling a story about a plane-spanning wonder-worker, well [I]these aren't compatible narratives[/I]. It's like Harry Potter showing up alongside Gandalf or Conan walking through the house from Hansel and Gretel. They're just not working within the same assumptions. So, don't define the narratives as something players can choose independently. Define the narratives that you are willing to tell with the adventure you're running. In something like the Shattered Obelisk, maybe there are psychically powered aberration hunters. In a dragon-themed campaign, brave dragon-slayers. Don't define your story without the rest of the group! I said that I'd nuke the idea of class, but it's probably more accurate to say I'd nuke the idea of [I]choosing a class[/I]. Play your character. If you want to be a wizard, take wizard-y actions. Don't assume you'll be able to cast [I]wish [/I]someday. Choose what you would do to be a wizard [I]right now[/I]. The difference between a fighter and a wizard is much more in the metagame than in the class features, and if you want them to feel closer to each other in power, spell slots and martial dailies only get you so far. What really gets you there is being on the same page about the kind of story you're telling. [/QUOTE]
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