Elizabeth “Linguafoeda Acheronsis” Lavenza
Chances are, one of the first images that pops into your head when you think about Dungeons and Dragons is the classic lineup of a fighter, a wizard, and a thief exploring a dungeon and valiantly overcoming obstacles together (that is, if you aren’t a mid-90s fundamentalist christian who associates D&D with pagan orgies and human sacrifice). It’s a decent enough setup, and that combined with nostalgia and inertia have allowed it to persist as one of fantasy gaming’s most common templates. But if you ask an experienced D&D player to tell you how that setup has worked out for them, a lot of times their version will have the wizard (or cleric, or druid, both of which have been even more unbalancing) effortlessly blasting every obstacle out of the way while the fighter and the thief sigh and wonder if it’s too late to reroll.
Their disappointment is understandable, not just because being useless isn’t much fun. None of the sources of inspiration- Lord of the Rings, The Princess Bride, Conan the Barbarian, Berserk, and so on- that they’ve brought to the table would have prepared them for this problem. Most fantasy literature doesn’t have scenes where the knight and the rogue sit around playing cards while the wizard solves everything (then again, most good fantasy literature doesn’t have perfectly delineated archetyped parties). You’ve heard the horror stories. Order of the Stick wasn’t lying when it had a Druid tell a Rogue that he had special features more powerful than her entire class.
I won’t spend that much time on 3e caster stories (google “codzilla” or “caster supremacy” if you’re curious), but I’ll provide a short explanation of why the problem persists, particularly in D&D and related systems, for those who haven’t encountered it before. Basically, when fighters level up they hit things for more damage and can take more damage, along with some other things. When casters level up they can pretty much control reality at will. Even beyond overpowered combos and obscure feats and munchkin builds, the simple fact remains that the class that lets you fly, turn invisible, teleport, shoot fire really well, and pretty much anything else is going to overshadow the one that hits things hard. To zero in on one particular example, there’s the legendary Druid Bear Singularity. Basically, a bear is often stat-for-stat a bit better than most Fighters of equivalent level. A Druid can have a bear companion, and also turn into a bear, meaning that a Druid with just those two basic features is equal to about 2.5 Fighters. And as the Druid levels up? They get more bears and stronger bears. They can also cast spells as a bear, and cast spells on their bears. This is when the math breaks down and the Druid becomes a Borg-like swarm of invincible magical bears.
Before I go into the general types of solutions, I should note that things are getting better. While the problem persists within D&D, Pathfinder, and other D&D-3.5-derived systems (OSR games have a fair amount of variance, “meat-grinder” early addition-likes tend to have less of a problem with druidgods and wizardgods), due to fanbase stubbornness, it’s much less present outside of those systems, and that is due in no small part to the rise of storygaming and rules-light or rules-medium games. While the overarching reason comes down to these games being willing to do things differently, if we zero in we find that one of the most powerful tools for combatting caster supremacy is one that rules-light gaming uses frequently: focus. There is no one solution for the superwizard’s trap, and to avert it you have to start with the thing you should always start with: asking yourself what kind of stories you want to tell. Each of the potential approaches lends itself to certain types of stories and foci, and resistance to them comes from the enemy of focus: grognards wanting their preferred game to have everything they’re used to in it simultaneously.
So, let’s go over the scenarios in which caster-induced redundancy isn’t a problem, and their relation to the central idea of focus. These solutions break down into two main groups: tone down the magic, or share the magic. The first of those is one that resonates most with what the classicists among the grognard host want. After all, how many times were battles in Middle-Earth won by an itinerant sorcerer blasting orcs away with magic missiles? Magic was restricted to a few individuals, or inherent powers of magical creatures, and even when they showed it off it was often rather subtle. The Game of Thrones setting, another grog favorite, also gives us a setting where magic is rare, scattered, and rarely as overt as flying bears or teleportation. It’s a completely valid approach: set up your system and story for a group of characters with no magical powers, or immensely limited and narrow magic, and things fall into place nicely. The knight, the archer, and the assassin will all have niches to fill, and they won’t have to worry about overshadowed by the druid if all the druid can do is perform long and complex rituals that allow them to see through the eyes of animals (as opposed to summoning invincible armies of them).
Of course, sometimes magic has quite a lot of punch behind it, but there are still clear advantages to those who prefer more mundane methods. The idea that magic is dangerous and costly is bandied about quite a lot, but what consequences does the average D&D wizard face from throwing around spells all day, other than potential GM ire? And sure, the Vancian system can be a drag, but once those levels climb up Wizards build up more than enough contingencies, not to mention those with ways around it all together. If all magic required costly materials and/or long rituals, then being able to swing a sword, sneak, or shoot arrows or bullets well becomes a lot more useful, even if the magic has amazing capabilities. And, if you keep the principles of story and focus in mind, you can use that setup to generate plenty of potential plots and conflicts. Imagine how warfare looks- rival sorcerers preparing their rituals in the keeps of the patrons who supply them with their materials, while both sides send their companies of sellswords and assassins across the line to try to interrupt the other side’s big ritual. Again, it’s a more fun scenario than bear-summoning munchkinry solving everything.
And what about the other kind of cost, genuine danger? Like most of these solutions for the caster problem, it’s shown up in plenty of stories. This approach has been explored in plenty of tabletop role playing games, too. Both versions of the Warhammer RPGs have magic wielders who can do some pretty amazing things…but actually doing those things is truly, actually dangerous, enough so that they aren’t things that can be relied upon to regularly solve problems. Unknown Armies, another great example, even explicitly states that magic is almost always much less useful than a gun in a combat situation, and that’s not even mentioning the massive costs it leverages on its practitioners. But the grog barrier keeps these approaches from working their way into D&D, as caster players are loathe to give up their cool powers, even if they insist they don’t want to render the nonmagical classes useless.
The grog problem brings us to the opposing approach, where the system addresses the issue of godlike mages eclipsing warriors and thieves by giving the warriors and thieves godlike powers of their own. Dungeons and Dragons, in fact, has even made its own attempts to go down this path via the Tome of Battle, which provided several new martial classes with quasimystical powers. It wasn’t really the best supplement, especially since the new classes were essentially just better versions of existing classes, but the writers were in sort of an awkward situation since actually doing what they had set out to do would require rewriting quite a bit of the rules and core classes. But the negative feedback the book generated (the feedback that specifically bemoaned fighters having these abilities, not the way in which the book implemented them) was what made me realize the role of grog in keeping caster supremacy alive.
Attempting to give martial classes their own ways to, for example, attack large groups or alter local terrain or fly will always provoke the “it’s too anime!” grog-whine, which is stupid on a number of levels. Even if one tries to see eye to eye with what people mean when they describe something as “too anime”, the fact remains that the idealized game as it exists in their heads can’t really existed without restricting casters far beyond what D&D does (see the previous paragraphs for information on this approach). They’ll often bring up that Conan or Drizzzzzzt (no, I’m not going to look up how many z’s he has) or so on and so never shot air blades out of their swords or flexed so hard things exploded, ignoring that these characters either existed in worlds with vastly different magic from their preferred game systems or had massive amounts of authorial fiat on their sides.
Generally, the best way to get grognards to accept the “make fighters magic” approach is to bring up comparisons to mythology, where sorcerers were generally pushed out of focus in favor of demigods or magically enhanced warriors with enough musclepower to lift and throw mountains or fistfight storms. But even if you use this approach, you’ll still get complaints that it isn’t gritty enough, or that it makes it hard to run standard dungeon crawls, and so on. But caster supremacy is a problem that can only be fixed with genuine change. You can’t have that specific kind of team-based gritty dungeon delving if one party member has nearly unrestricted godlike powers, and if you want to have party members with that level of power, the other players should be able to reach it to, even if that means basing your world around a unified system of supernatural power that can harnessed by warriors as well as sorcerers, or putting the whole thing in terms of mythical dream-logic where being good enough at something like weaving or lying means you can apply it to abstract concepts (as an aside, Exalted does do the “mythic” approach fairly well, and there are plenty of games like Don’t Rest Your Head or most permutations of World of Darkness where it’s assumed that each member of the party has their own formidable reserve of supernatural power). Narrative-based powers provide a more subtle way to balancing, by giving characters an in-game ability to invoke the narrative tropes that help fighters and rogues equal casters in fantasy literature. PBTA systems are particularly good at this, but it’s something that’s been worked into an increasing number of systems.
Of course, there are countless permutations of these approaches. For example, you could run D&D 3e without many changes, as long as you gave up on pretending it was balanced and only allowed parties of equally-powerful classes, and constructed a setting in which magic-wielding demigods rule over mere mortals with their puny swords and bows. And, of course, you need to have a group of players who want to explore the ramifications of a setting where politics are dominated by human superweapons, rather than players who want to be Conan or Aragorn. Ironically, even the kind of dungeon-crawling stories associated with D&D acquire focus and planning to establish, and aren’t particularly well-served by God-Wizards and require a willingness to accept system refinement and storygaming to bring to their full potential. But fear of change and idealization of the past gets in the way, as always.
In conclusion, fucking grognards. In a more serious conclusion, you can’t fix a problem if you keep doing the same things and expect them to work, and you can’t do everything at once. The start point for tabletop gaming should almost always be “what kind of story do we want to tell together”. Even if the kind of story you want to tell is based on your ideal of classic D&D or an amalgam of various fantasy literature you’ve absorbed, you still need to set things up to focus the story on that. If you want to use teamwork to crawl dungeons or fight evil hordes, you need a game that’s built for teamwork, and not endless swarms of magic bears making all the other players redundant.
About the author: Elizabeth Lavenza is a lizard who can type. More information possibly to come.