Getting? You're the one into getting spanked by a paladin. Or something.It's getting weird out there ...![]()
Oh wait, wrong thread!

Getting? You're the one into getting spanked by a paladin. Or something.It's getting weird out there ...![]()
And you'd need to be a wood elf. Jumping that distance costs 60 feet of movement and also requires a 10-foot running start, so 70 feet total.Jump allows you to jump TRIPLE your normal distance. Granted, you'd need a STR of 20 to make 60 feet, but, 45 feet is easily doable.
It's a leading and nonsensical question. We're looking at what a rogue can do "all day" versus what a wizard can do by expending daily resources. Whatever a rogue can do all day is his normal jumping distance. And this has nothing to do with "fantastic" versus "realistic" expectations. If this were a wuxia game and the rogue's normal jumping distance were 60 feet, the jump spell would still triple that. Would you then be asking snidely what the rogue has to do to jump 180 feet?Howzabout you actually answer the question - what would the DC be for a rogue to jump triple his normal jumping distance?
Which in 0-1-2e would make you a mighty uncommon wizard indeed.You can jump 60' with the Jump spell if you have Str 20.
Or change Rogue/Thief to Monk.It's a leading and nonsensical question. We're looking at what a rogue can do "all day" versus what a wizard can do by expending daily resources. Whatever a rogue can do all day is his normal jumping distance. And this has nothing to do with "fantastic" versus "realistic" expectations. If this were a wuxia game and the rogue's normal jumping distance were 60 feet, the jump spell would still triple that. Would you then be asking snidely what the rogue has to do to jump 180 feet?
Which in 0-1-2e would make you a mighty uncommon wizard indeed.
Mighty uncommon anyone, for that matter.
Important & pervasive, in this context, are opposed. Magic was less important in 4e, because there were fewer absolutely vital things (like restoring hps in combat) that /only/ magic could do, and because one of the two traditional source of magic, items, was not just reduced in power, but made so ubiquitous and fungible that they became unimportant (and that can probably go for rituals, too, which became much more adventure-enabling, to the point that the DM would provide a ritual the party 'needed' to continue the adventure.)Made less "magical" perhaps, but not made any less important or pervasive. Thus, in this way 4e is still very much magic-prime D&D.
Relative to the prior ed PH1, with 11 character classes, 7 of them with spellcasting ability (64%), 8 (73%) if you include any (SU)supernatural powers, at all, the 4e PH1 had 8 classes, 4 of them with spellcasting and/or supernatural abilities, 4 without. 50/50. Now, if you include supplements, 3.5 added the Scout & Knight as non-supernatural, and myriad supernatural classes (not to mention PrCs), while 4e added /only/ supernatural classes, and mostly just subclasses in Essentials, so it would've gotten there eventually.All more or less true; albeit with 4e's reduction of capabilities of pre-existing caster classes somewhat cancelled out by its making caster or caster-like classes a much higher perecntage of the total.
Not true, until relatively recently, with the advent of Urban Fantasy & Harry Potter and the like, fantasy generally included both some magic (mostly in the hands of villains), usually without specific n/day requirements and not too varied a portfolio for any single practitioner, and extraordinary (superhuman, unrealistic) feats for the (typically martial) hero. The cliché Conan pastiche with the barbarian fighting atop a pile of slain foes, for instance, completely implausible both in terms of getting the bodies piled up & fighting atop such an unstable surface, and in terms of somehow persuading enemies to climb said pile only to be added to it.This runs face-first into your caveat above: it applies to just about the entirety of the medieval-ish fantasy genre, not just D&D.
That's a partial articulation of the Primacy of Magic, yes. Magic faces at least some notional limitations (fewer with each passing edition, it seems), in return for being more potent when it really counts, making it more important than always-available mundane alternatives.Also, (other than 4e which has restrictions on uses of some non or quasi magical powers) a Thief can do fantastic-grade jumps or falls all day while a wizard can only do it up to the number of spells she has memorized that provide the ability.
In 4e, of course, that balance-of-imbalances mechanism was unnecessary, AEDU meant every PC had a comparable number/power of limited & at-will resources. Which was a huge part of the problem.With at-wills in 4e and cantrips in 5e, casters are now also unlimited; and that balance mechanism - such as it was - is no more.
It quite reversed the trend of adding 'more magical goodies' to each class. It stripped the Ranger of his magical goodies, entirely, spread the Druids goodies over three sub-classes, introduced a new class with none, gave none to the Fighter & Rogue, and bumped full-casters down from dozens of spells/day with either the ability to change those spell up every day, or great control over how often they could re-cast a give spell, to 4/day & 4/encounter, each exactly once. In opposition to that, Barbarians became Primal. That's about it.Sad but true; though I don't recall 4e significantly altering this trend any.
"A Major Essence of D&D" works. I'd imagine D&D with no magic, and all, would be NOT-D&D, for instance. So it'd be fair to say the Primacy of Magic could be necessary but not sufficient, to make something D&D. You could paste D&D on the cover of Ars Magica, for instance, and, great game, all-in when it comes to the Primacy of Magic that it may be, I suspect it wouldn't pass for D&D.I'm not disagreeing at all that magic is A major essence of D&D. It's only when you appear to suggest that magic is THE major essence of D&D that I look askance.