>>3078156Here's where the rub lies. In a storytelling environment, it's particularly easy to ensure how powerful a particular person can be.However, players accessing the same rules tend to interpret rules and do things in ways you probably did not intend them to be used.
Here's the FINAL problem.
In the end, just HOW powerful is the magic in your campaign setting?
You have to make that distinction...and decide who does NOT wield it, who DOES wield it, and it what way they wield it.
The traditionalist view is that over-time, Magic-Users outstrip melee fighters, as their control over reality blossoms into true power.This is logical, as mere physics and biology limit a fighter and those who do not wield the arcane, and there's limits how far you can reach...but with the magical, who's to say what a mortal can reach but the DM?
But this talk I said? It's mere roleplay talk. In the end, gameplay terms have to be turned into mechanical gamist issue, and having a set of classes grossly unbalancing stuff for others...is not fun...
Here's one outlook, if not liked by a lot of people.
Do it like Warcraft.
Yes, Warcraft. Every 'character' in that world HAS magic and subtly manipulates reality in their own ways.Fighters can emanate lightning from their bodies, and rend the immortal souls of people, and spin like dervishes without losing composure and run at super human speeds at times.Hunters at early stages of their training can imbue arcane energy into their bolts.Rogues can meld into shadows at will, and can even summon forth the shadows to shield them from the worst of magical effects.
However, that trend of magic-imbuing everything has it's cost...the Wizards of that world DO lose a bit of their uniqueness.
But in the end, life is about compromise, and as a storyteller, and dungeon master, you have to eventually do what's right for your viewers and players.