{"id":4742,"date":"2019-08-15T17:34:59","date_gmt":"2019-08-15T17:34:59","guid":{"rendered":"http:\/\/mouseferatu.com\/2019\/08\/15\/what-i-want-to-see-in-dnd-addressing-the-magic-elephant-in-the-room\/"},"modified":"2019-08-16T22:35:41","modified_gmt":"2019-08-16T22:35:41","slug":"what-i-want-to-see-in-dnd-addressing-the-magic-elephant-in-the-room","status":"publish","type":"post","link":"http:\/\/mouseferatu.com\/?p=4742","title":{"rendered":"What I Want to See in DnD: Addressing the Magic Elephant in the Room"},"content":{"rendered":"<p>Unlike most of my blogs on this topic, this is actually less about me <em>explaining<\/em> what I want to see, and more about me trying to <em>figure out<\/em> what I want to see. Because unfortunately, I firmly agree with both sides of the issue.<\/p>\n<p>Just to be clear going in, two of my favorite classes, across the editions, have been wizard and fighter. (Two others have been paladin and cleric.) So I&#8217;m not someone who innately prefers spell-heavy characters, or magic-less characters, but a mix of both depending on what mood I&#8217;m in.<\/p>\n<p>Ever since 3E, there&#8217;s been an effort to balance the classes against one another. 1E and 2E tried to get around this by assigning a slower XP\/level progression to the classes they felt were more powerful, but honestly, that&#8217;s an illusory fix at best. It doesn&#8217;t actually work. I can go into this at some later point, if people want, but for now, suffice it to say that it&#8217;s not a viable fix IMO.<\/p>\n<p>So, we&#8217;re left with the necessity of balancing the fighter&#8211;a guy who swings a sword&#8211;with the wizard&#8211;a guy who alters reality at whim, albeit in only a limited number of very specific ways.<\/p>\n<p>At low levels, that&#8217;s easy enough to do. At mid- to high level, it becomes a <em>lot<\/em> harder. Magic items can do it, but only if A) you <em>assume<\/em> that they&#8217;re built into the game, and B) only if the fighter has access to a wider variety of them than the wizard.<\/p>\n<p>You can go the 4E route, and give every class (more or less) the same number of powers, divided between at-will, encounter, and daily powers. But the fact is, a number of people didn&#8217;t care for that solution. Some felt it broke their suspension of disbelief to have non-magical skills you can only use once per day. Some felt that wizards were no longer all that interesting. And still others felt that the fighter actually <em>did<\/em> have magic, in some cases; it just wasn&#8217;t called that.<\/p>\n<p>Ultimately, it boils down to this: If the wizard and other spell-heavy classes are to <em>feel<\/em> magic&#8211;if &quot;magic&quot; in the game is to be anything more than a different way to describe the exact same dice you&#8217;re rolling&#8211;these classes <em>must<\/em> have a variety of spells available.<\/p>\n<p>But then, we get back to the balance issue. If a wizard at high level is teleporting around the world, flying over the battlefield, incinerating a score of foes with a <em>fireball<\/em>&#8230; How do you balance the fighter against that?<\/p>\n<p>Well, if you&#8217;re defining balance as &quot;combat effectiveness,&quot; as some people do, it&#8217;s actually not that hard. The fighter may not be able to hit multiple foes at once, but maybe he hits a single foe a <em>lot<\/em> harder than the wizard can. He can certainly take more hits than the wizard can, which means he can do more in close-in battles. And of course, you can give the fighter all sorts of what 4E calls &quot;defender&quot; abilities&#8211;intercepting attacks, temporarily ignoring damage, marking, whatever.<\/p>\n<p>Thing is, though, is that&#8217;s <em>not<\/em> the only way to define balance. A lot of people feel&#8211;and reasonably so&#8211;that Character A should have roughly the same number of options, and roughly the same overall utility, as Character B. They shouldn&#8217;t be <em>identical<\/em>, but their breadth of possibilities should be more or less equal.<\/p>\n<p>And on a game-balance scale, I can see where they&#8217;re coming from. As a guy who likes playing fighters and rogues, I can see where they&#8217;re coming from.<\/p>\n<p>As a guy who really likes fantasy as a genre, and prefers a certain level of realism in those parts of fantasy that <em>aren&#8217;t<\/em> magical&#8230; I can&#8217;t agree.<\/p>\n<p>The entire point of magic, in any story, is that it can do the impossible. Not just the unlikely; not just the difficult; the impossible. That&#8217;s what it&#8217;s for. That&#8217;s the entire reason for its existence.<\/p>\n<p>And there simply <em>is no way<\/em> to justify non-spellcasters having the same breadth of options; not, at least, without reducing magic down to the point where, frankly, it&#8217;s <em>not<\/em> magic anymore except maybe in cosmetic terms.<\/p>\n<p>I know, that&#8217;s unfair. It means people playing martial classes don&#8217;t have the same number of options, or the same mechanical complexity. It means, at least at high levels, the spell-casters are likely to overshadow the others purely by virtue of being useful in a wider variety of situations.<\/p>\n<p>And I don&#8217;t disagree that this is a problem. But I&#8217;m just not convinced that the fixes are worth it. If magic isn&#8217;t magical, if it doesn&#8217;t <em>feel<\/em> magical, if it doesn&#8217;t blatantly let you do things that you otherwise never could, why are we playing a fantasy game at all?<\/p>\n<p>There are ways to <em>minimize<\/em> the disconnect. You can make sure that the magic-users don&#8217;t overshadow the martial characters when it comes to things the martial characters <em>can<\/em> do. Maybe the wizard can open locks or detect traps, but not nearly as effectively, and <em>certainly<\/em> not as often, as the rogue. The wizard may be able to burn a dozen orcs, but he&#8217;s never going to deal as much damage in a single round to the fire giant as the fighter is, because that&#8217;s not what he&#8217;s built for.<\/p>\n<p>And of course, adventure design comes into play as well. A game with only one major fight per day is going to favor the spellcasters far more than a game with 10 of them. (Again, except if the martial fighters also have abilities limited to x\/day, as in 4E&#8211;but also again, a lot of people take issue with that.) But that, of course, is up to the DM and the group&#8217;s play-style, not the game itself.<\/p>\n<p>Bottom line is this: You can make sure that the spell-casters don&#8217;t overshadow the other classes in their own specific niches. You can keep the fighter as the main damage-dealer, the rogue as the main skill-user, etc. Balance, in <em>that<\/em> regard, is absolutely possible between the classes.<\/p>\n<p>But in terms of sheer number of options? In terms of making sure that everyone can do as many cool\/impossible things at high level as the spellcasters can? Maybe not. Maybe our only choices are to either weaken\/limit magic so much that it no longer feels even remotely magical, or to accept the fact from the word &quot;Go&quot; that certain aspects of the fantasy genre&#8211;and therefore, any game that would successfully evoke those aspects&#8211;simply favor magic-users.<\/p>\n<p>And if those are my choices, even as a fan of the fighter, I&#8217;ll take the second one every time. If it&#8217;s a real problem for a given group, a campaign can be designed around that&#8211;give the others more magic items, throw a lot more smaller fights and traps at the group, include cultural biases against magic, even play an old-school sword &amp; sorcery campaign with no magic-using PCs&#8211;but a game that&#8217;s built on the assumption that magic isn&#8217;t much more varied than mundane skill-use has lost something that&#8217;s damn near impossible to slot back in.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Unlike most of my blogs on this topic, this is actually less about me explaining what I want to see, and more about me trying to figure out what I want to see. Because unfortunately, I firmly agree with both sides of the issue. Just to be clear going in, two of my favorite classes, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12],"tags":[],"class_list":{"0":"post-4742","1":"post","2":"type-post","3":"status-publish","4":"format-standard","6":"category-old-news","7":"czr-hentry"},"_links":{"self":[{"href":"http:\/\/mouseferatu.com\/index.php?rest_route=\/wp\/v2\/posts\/4742","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mouseferatu.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/mouseferatu.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/mouseferatu.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mouseferatu.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4742"}],"version-history":[{"count":0,"href":"http:\/\/mouseferatu.com\/index.php?rest_route=\/wp\/v2\/posts\/4742\/revisions"}],"wp:attachment":[{"href":"http:\/\/mouseferatu.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4742"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/mouseferatu.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=4742"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/mouseferatu.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=4742"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}