If you spend any time in RPG forums, particularly D&D forums, you’ve probably run into the complaint that there’s a divide in power between martials (e.g., fighters) and casters (e.g., wizards). The argument goes that, as you go up in level, the power of casters far outpaces those of martial characters and that this is a bad thing. But is it?
In my head, I see two different facets of a fantasy world: the natural and the supernatural. Now, what counts as natural in fantasy isn’t the same as real life. While I don’t expect to run into goblins, orcs, and kobolds at the local Publix (unless it’s a 24hr Publix and it’s after midnight), those would be considered “natural” in my expectations for a fantasy world.
The supernatural is where we start seeing magic and magical effects; extra-planar goodies; devils, demons, and deities; etc. These are challenges we see at higher levels, typically, which is where the proclaimed caster martial divide exists.
Where my confusion comes in is here: martials are heroes (current or future) of the natural world. They combat threats with their natural abilities to swing a sword, stab with a dagger, or smash with a maul. They may be able to nimbly dash across the edge of a raging waterfall. They do all of these things, though, with natural tools. To expect them to take on supernatural challenges with only natural tools is a misplaced expectation.
To be fair, the caster’s supernatural toolkit is often equally effective against both the natural and supernatural. That means they do, in fact, become far more powerful as they gain experience.
So that means there truly is a divide, but it’s one I expect to exist and fits the fantasy world. I’m not convinced it needs fixing. And I think the tools are already in place to address that, if you want them.
First, magic items. I know, some D&D designer made some comment about magic items not being necessary in 5e. And that’s true from a certain point of view. But if your martials are feeling less useful against powerful, supernatural creatures, by Jove they should be swinging a +3 Foe Hammer while wrapped in armor of Can’t Touch This. And each of those items should probably be blasting the infernal foe with additional radiant damage or something. Basically, the martial needs supernatural tools at his disposal without becoming supernatural himself.
Second, multi-classing. This option means dropping the pretense of being a pure martial with only natural tools. To fight the supernatural you need supernatural powers. Go get ’em. If taking on supernatural abilities violates your picture of who your character is, then you either have to accept that your hero should devote their energies to tackling challenges of the natural world or you need a new vision.
Third, partial casters. Yes, these already exist. They give you both natural and supernatural tools in your toolkit. Again, if your character vision is pure martial, you’re deciding to be less effective against the supernatural. You have to live with your decisions. Suck it up, Buttercup!
Obviously, most of the above is basically saying “deal with it – embrace what you’ve built.” I do think in a better system – and there are plenty of better systems than D&D 5etc. – being a caster should have more downsides and that would better balance out to the martial caster equation. Magic could be less useful against the natural world or more dangerous to use or simply be less usable. Lots of ways to skin the cat, but, really, RPGs are about presenting a framework for play – rulings over rules – and your GM should be managing that with the player’s involvement rather than just blaming the system.
Changing systems is easy, but so is making your game work for you. Such customization is at the heart of RPGs and has been since the beginning.





Leave a comment