Roubando dessa ideia, acho que a gente nunca teve uma discussão direto ao ponto em cima do estereótipo reforçado pelas regras de D&D: O guerreiro ultraespecializado num pedaço de ferro / madeira, e o mago que faz tudo. Quotando direto da rpg.net...
This is not so much about the mechanical, but rather the portrayal of the magic user archetype and the fighting man archetype.
At what point did it switch around?
See, in a lot of the fantasy novels I've read the warrior archetype is mighty fighter with a slew of weapon skills he can use almost as well if not AS well, as the sword he tends to carry. And the magic using archetype is a specialist in some form of sorcery, and is often named after it, like the Necromancer (For dealing with Undead), the Oracle (For a diviner), the Witch or Warlock (for those who specialize in curses, rather than the relatively benign spirit talker the Witch was originally supposed to be.)
So my question is why does D&D do it the other way around? Where the most effective type of Fighter is the one that takes one weapon (Or class of weapons) and puts 'everything' into it. While the Wizard is the most versatile with his magic able to do... EVERYTHING!
And it's not just a 3.x thing either (Again, I'm not talking 'power level', rather options available to the archetypes), I remember Wizards being able to climb as good as the Thief, and later actually fly and out-stealth by being able to be invisible, thus outdoing the poor inflitration expert. Fireballs and Lightning bolts (inferior choices, yes, I admit) were able to clear fields of battle, like a Fighter with his weapon (singular) of choice. But rather than the 'super thief' or 'blasting warmage' being two separate options, they often were the very same person. Which to me, and my untrained eyes, seem to be opposite of the source material that the game was built around.
Why so? Discuss.
(fonte: http://forum.rpg.net/showthread.php?578502-(Any-D-amp-D)-Fighter-vs.-Wizard-backwards) (http://forum.rpg.net/showthread.php?578502-(Any-D-amp-D)-Fighter-vs.-Wizard-backwards))
Mais um ponto importante.
The D&D game traditionally seperates everything that's "real" from everything that's "magic". It's how you get natural animals, and then you get a special class of things that are just like animals except not because someone made them up ("magical" beasts or similar). Whenever a conflict occurs, "Magic" supersedes "Real". And "Magic" can literally accomplish anything you could possibly want, because it's the game's default for anything that isn't based on real life. It's the space where your creativity is supposed to run free.
The problem really comes in when you get A) people who have no idea what learning to use an actual weapon entails writing about fighting, and B) when everything "Magic" is sorted under one hat and then handed on a platter to one character class. So you get a guy who seems kind of weenie and ineffectual and stuck in "real life" mode next to the guy whose specialty is "Magic". And if "Magic" both supersedes everything that non-magic can accomplish, and can do everything, you've ended up with a guy whose specialization is to do everything and to do it better than "real" people can.
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