Friday, October 15, 2021

Agency Levels and Low Level Plots (or Why You're Not Supposed to "Balance Superman")

The moment your players get access to "Detect Whodunnit" powers, your table becomes immune to "low level plots."

And this is NOT A BAD THING.

A common folly of most DMs I know is persisting on  the idea of running the same basic plots at high levels, only to kick and scream that "the game is broken" because the table's lvl 12 diviner solves their "clever, intricate murder mystery" in six seconds.

But... what is a low-level Plot?

Be understood a Low Level Plot as an adventure premise that only works on PC parties with the minimum amount of agency contemplated in a given game. As PCs numbers grow bigger and their abilities' repertoire grows, so does their ability to trivialize an increasing number of premises. Furthermore, if we're talking about non zero-to-hero games, they're likely to have said "disruptive" abilities at their disposal from the start:
  • Characters with flight or otherwise "travel powers" make of "the trip to PLACE!" sessions a non-issue and void most environment-based hazards and obstructions.
  • Genius-type characters void "Go ask the sagely NPC" hooks since they can figure out solutions themselves (because, you know, that's their whole schtick and raison d'etre).
  • ESPers or otherwise "diviner"-type characters bypass any "detective stories" (or, at the very least, easily skip over half the loops the GM had planned).
  • Any characters able to do "tunneling" or straight punch through walls dismantle "dungeons" in minutes.
I'm sure you get my point by now.
(no, the solution is NOT nerfing Superman, it's either not using him for this story, or coming up with a story better suited for him. Credit: the-gutters.com (url now dead))

Bad GMs throw a fit and resort to Pre-Emptive Gaming, constantly coming up with ways to cancel the PCs abilities in order to force the players through the hoops they had planned:
  • Even 7/11s are warded against divinations.
  • Every-single enemy is fire-based once the wizard learns Fireball.
  • All buildings in the city are made of Antiplayerium
...and otherwise any form of Green Rocks of Lazy Writing.

Good GMs adapt and make their peace with the fact that heroes of different power levels have different stories.

Superman isn't supposed to care for petty crooks (leave those to Robin!), and you don't use Superman in a Nancy Drew novel, he'd just use his super-senses and X-ray vision to uncover the culprit right away. He's supposed to be out there saving sinking ships trapped in hurricanes in the middle of the Pacific: a needle in a haysack only he can pinpoint with his world-reaching super-hearing and only he can reach in time with his hyper sonic speed before all crew is dead. When he fights, he fights other terrestrial gods without secrets or weaknesses that no one but him can fight.

Batman no longer cares for petty muggers in Detective Comics (ok, he does, but he does his beat "off camera," one-sided beatdowns don't make for engaging stories), he chases the masterminds behind global conspiracies that use nameless operatives without fingerprints, are fed by slush funds no sane person can track, have meetings in ultra-high security facilities not even other metahumans can easily access, and plan webs of schemes that often take outright unnaturally accurate leaps of logic to untangle (remember, Batman is NOT "a normal human"). When he fights, he fights super-criminals of low-to moderate metahuman ability that fight dirty and constantly deploy abusive tactics of the kind that would kill any other vigilante dead without the chance to fight back (and would have your players flipping the table at you)... but not Batman, since he's a master tactician and is prepared for everything.

In zero-to-hero games (i.e dnd and all its derivatives), the narrative and dynamics likewise have to change as the PCs go up in levels: 

Early Game:
PCs are barely elevated muggles, they know nothing and live bumbling through peril and somehow live to tell about it. While the PCs are handy to have around in the neighbourhood, the problems they deal with are ultimately things you could solve by calling the police. Examples: "Go hit the neighbouring goblins with a pointy stick," any Nancy Drew or Scooby Doo mystery. Any story within the horror genre. THIS is what I call Low Level Plots. This tier is where all high-lethality adventures live.

No divination powers? Check
No means to beat the main bad guy face-to-face? Check
You could substitute any member of the cast at any moment for any Joe off the street? Check
Yes, this is a low-level plot.

Mid Game:
PCs are problem solvers that actually know what they're doing and use their considerable talents to tackle problems outright impossible for muggles (and they do it all ON THEIR OWN POWER, with no aid from "sage NPCs," external McGuffins, or otherwise deus ex machina). PCs in this tier no longer fear being mugged in an alley, and while they can still die, nothing short of overwhelming odds or dropping a moon on them will stick. If the PCs turned to villainy, they could handily take over the city. Examples: Solve a "mystery" for which there are no mundane clues whatsoever (i.e a perfect crime), assassinate a warlord that lives in an inaccessible place (castle in the sky, pocket dimension, etc), stop an invasion.

Endgame:
The PCs are the setting's high rollers and, being honest, they're more Plot Devices than they are characters at this point. They are The Magnificent Seven Elminsters, they are The Justice League. This time, the PCs are the "elderly quest giver" that pays cheap labor in peanuts to do menial tasks while they actually make sure there will still be a world tomorrow. At this stage, "death" is merely a temporary setback and the laws of physics are "just guidelines"... and such degree of agency is not "an advantage," it's merely the entry fee. The only reason the PCs haven't taken over the world is because they have bigger fish to fry (or they're Superman). Examples: Stop an earthquake before the city crumbles or any civilian dies, time travel shenanigans until the heroes realize the past plain cannot be changed, broker peace between two near-omnipotent entities.

Granted, not all GMs have the creativity of Mark Waid or Robert J. Sawyer (nor they are obligated to). If high-agency is not your thing, then I recommend sticking to low-powered games. There are many good choices in the market (my personal recommendation is Gumshoe) and it's both easier and better for everyone than throwing tantrums at your players because you keep shoehorning low-level plots to high-agency characters.

Friday, January 8, 2021

Magic vs. Science? No, they're not opposites... they're just REDUNDANT

If we discovered magic today, we wouldn't need to discover cold fusion or mass reaction, we'd just use magic to fill in the unobtanium blanks in our current warp drive theoretical designs and sail to the stars right away.

If we had discovered magic before the LHC, we wouldn't have needed to discover the Higgs' boson, we'd have created it.

If we had discovered magic before Einstein, we wouldn't have needed to discover the relativity theory since we already would have magic portals.

If we had discovered magic before the steam engine, we wouldn't have automobiles now, we'd all ride magic chariots and brooms and cat buses.

If we had discovered magic before laser, we'd all be making war with deathray-spewing magic wands.

If the first homo sapiens had been born with magic, we'd have never needed to discover the wheel.

Invention is the product of need. If the satisfactors already exist, there's little need for less efficient alternatives. It's not "either magic OR science," in fantasy worlds, magic is their science.


("you just figured hydraulics out on your own? That's cute,
I just come from creating a new species.")

A world with magic wouldn't evolve into us, it would evolve into some magical post-scarcity society with crystal ball-based psionic internet and Shakespeare theatrical troupes with Hollywood-grade FX. Something like Dalaran or Dragon Half or whatever fantasy anime. What you can't keep from changing and evolving, though, is society. Sooner or later people will demand equality and not living in the muck, and sooner or later, some industrialist mage will do "The Great Leap Forward" in fantasyland.


(food on every table, a magic golem in every home
...and an imprisoned god in the city hall's sub basemen)


Monday, November 30, 2020

Of Motivation, Learned Behaviors, and "Roleplaying Rewards"

Tabletop Roleplaying games are a product of humans, and reflect human nature.

One of said most persistent reflections is our habit of endlessly repeating the same mistakes. It is because of this that the hobby keeps repeating the same set of discussions even after 40 years.

This time, in my twitter feed, once again someone asked people how do they adjudicate XP for "roleplaying."

Ok, context: Back in the days of yore, all we had was d&d, a game that, for almost 40 years now, has only given XP for stabbing people in the face, and while sure, the DMG grants cute, "token" awards like 40XP (or something in that vein) for "roleplaying," the truth of the matter is that once you're level 5 and "roleplaying" still gives you 40 XP while stabbing a monster in the face gives you 4000XP, then stabbing people in the face is all your players will care about.

Is this a flaw in d&d's design? No, because breaking in people's houses, stabbing the owners in the face, and looting everything that isn't bolted down is exactly what the game is all about. D&D was originally an offshoot of a miniatures' game and its focus has always been combat, everything else is afterthought.

Now, here's the part where somebody else surely says "what about giving roleplaying XP in terms of fractions of a level"? Sure, that sounds more fair for task that doesn't go "up" or "down" with level. However, hear my counter-proposal:

Why are we supposed to give XP for roleplaying AT ALL?

"Roleplaying" is what the whole thing is about. If you're not roleplaying then what are you even doing at the table? We're at the table because we like roleplaying, and not everything you do at the game needs to be rewarded (Call of Duty doesn't warrant match points for every bullet fired, does it?)


Furthermore, giving uneven "roleplay awards" turns the most basic part of the hobby into a competition, I don't care for the more domineering players constantly trying to upstage each other while making the more introverted players further hide in their shell (unwittingly erasing them).

Roleplaying is a team sport, not a competition.

Deny all you want, but learned behaviors are a thing. If people are consistently rewarded for doing an action, they'll be increasingly inclined to do it again and again (unless it's something they actively hate to do). Running a game where the biggest reward is for eating someone else only to kick and scream because your character party turns your game into Lord of the Flies goes beyond folly, it's solipsistic (make that double if that's actually the only thing in game that grants actual XP, see Vampire: The Masquerade 5E).

A Solution: Equal XP

There were a few things dnd 4E did right, and one of them was stating that, at all times, XP was to be always evenly distributed among all party members, even if a player wasn't part of a scene, or even if the player didn't show up that session (furthermore, if a PC died, the replacement character would be of the same level and XP as the rest, losing a character is punishing enough to be forever forced behind the curve also, that's only piling insult upon injury). The people who complain about Equal XP for everyone remind me of those that oppose wiping student debt by saying that "it would be unfair to those who already paid theirs."

Once again for those in the back: Roleplay is a team sport, not capitalism. Only bad GMs intentionally pit players against each other, nothing ever gets done that way.

Saturday, September 26, 2020

M&M Lego Sets: Encounters for Street-level Games

About 4 out of 10 GMs I know openly claim to prefer "street level games."

Said GMs, however, usually have a hard time putting up anything interesting and most of the time end up reverting to type and leaning on the crutch of (mini) "supervillain of the week" (thus chucking out the whole "street" element from the game). This is probably not their fault, since most GMs have the trad paradigm too deeply ingrained in their brains so the moment they are faced with "lego box systems" like M&M or minimalist ones where everything is DIY their heads only draw a blank because they're conditioned that "if it isn't written in the book, it doesn't exist."

While 3E discarded the PL 6 as lowest tier for games, even at PL 6, single street thugs were never meant to be a "life threatening battle" for a superhero (it's M&M, not Mystery Men). This, however, does not mean you can't do "Batgirl of Burnside" with M&M, but you need to know your tools in order to turn bottom feeders into a fun opposition (remember, FUN is the operative word, not deadly, not overpowering, fun).

Kit One: Biker Gangs and Vehicle Combat

NOTE: While the core book has no proper "vehicle combat" rules, it's not hard to extrapolate the basic rules for what happens when "man vs. car" happens. For regular "vehicle vs. vehicle" conflicts, however, just use the vehicle's base stats as usual.

Car vs. Character
(all extrapolations courtesy of Relative Speed principles)

* Characters inside a car or bike add the vehicle's speed class to their melee attack and damage ratings while the vehicle is moving.
* Characters inside a car or bike subtract the vehicle's speed class from their ranged attack's rating.

* Characters attacking from inside a car or bike are assumed to possess the Move By Action advantage (for obvious reasons, attribute it to Descriptors).
* When aiming specifically at a vehicle's driver, characters inside a car or bike add the vehicle's speed class to their dodge and parry stats while the vehicle is moving, and they add the vehicle's toughness rating to their own.
* Cops firing from behind the open doors of their parked car enjoy full cover.
* Characters attempting a Trip attack on a motorbike use the toughness of the object they're trying to jam in the wheel versus the bike's strength

Basic Statblock: Biker Gang Banger (basic NPC: thug)
Numbers divided by a slash indicate (vehicle/driver)

* STR 1/2, STA 2, AGL 1, DEX 1, FGT 2, INT 0, AWE 0, PRE -1
* Equipment:
Leather jacket (+1 Toughness), light pistol, cell phone.
* Skills: Athletics 4 (+6), Vehicles 4 (+5). 
* Offense: Init +1, Melee  +8 (Damage 10),  Pistol -9 (Ranged Damage 3).
* Defense: Dodge 10/8, Parry 10/8, Fort 8/4, Tou 8/11, Will 0. 

(Now you know why Batman keeps the Batmobile handy
image credit: Electronic Arts)

Kit Two: Police Crackdowns

Remember that the Aid and Team Attack actions are in the book for a reason. Send in a big enough swarm of minions (10 per PC minimum) and, statistically, you can just waive all the extra dice rolling. Your swarm will only roll one attack check per turn, but it will be one with a +5 bonus to attack. Furthermore, if your swarm is a minimum of 20, your lead attacker can enjoy both a +5 to attack and a +5 to damage.

(And that's how they got Rorschach
Copyright: DC Comics and Paramount)

The Catch: The moment your swarm's numbers no longer sustain critical mass, the bonuses are gone.

While usually only the police and the army are organized enough to pull these stunts off,  particularly organized crime (like your token tacky martial arts crime syndicates and low-tier, non-superpowered ninja clans) will also use these.

Kit Three: Blockades, Kill Zones,  and Dragnets

While (again) gangs are usually not organized, drug cartels and terrorists are prone to rising blockades full of armed people ready to fill would-be tresspassers full of holes:

* All members of the defacto firing squad are assumed to fire from cover (full). 
* Every turn characters are within firing range, they're target of two attacks: A regular firearm attack, and a Demoralize attack with a +5 bonus (unless the target is bulletproof and has no reason to fear standing on a kill zone, that is). Since we're talking "street level," it's fair to assume most characters can't fly, and thus would rely on mundane skills to get past a blockade, that's where the Demoralize action becomes crucial.

(add extra vehicles and armed goons to taste)

Basic Stats: Blockade (manned by at least 20 thugs)

* Skills: Intimidation 9
* Offense: Init +1, Pistol 1 (Ranged Damage 3).
* Defense: Dodge 7 Fort 9/4, Tou 9/3, Will 0.
* The nature and difficulties of the Athlerics/Acrobatics checks to get past a blockade will depend on its composition. Just remember that characters are Vulnerable while climbing, so trying a frontal approach to zip past obstacles they can't surmount on a vertical jump will turn into a Re-enactment of Kagemusha's ending.

When talking about a kill zone trap, usually the heroes are lead somewhere with a single access point, same that it's getting blocked as soon as they're at the center (example: two buses blocking an alley exits). While characters with the right skills may realize before the trap closes, failing to do so guarantees an unpleasant time.

A Dragnet, finally, is a Crackdown where also the police happened to establish a perimeter around a building, so players trying to escape the Crackdown also have to go through a Blockade. While characters escaping through the rooftops have a way past the blockade secured, the police will usually have at least one helicopter ready as well... and if SWAT is involved, this means elements are probable also waiting in neighbouring rooftops, turning each into a separate Crackdown.

Kit Four: Snipers

Modern military rifles have an effective range of at least one mile (and that without resorting to old sniper tricks like slightly parabolic shots), and rifle scopes exist for a reason. Barring telescopic vision powers or wearing Batman's cowl, characters have a -5 on Perception checks to detect a sniper's presence stationed in a proper Hawk's Nest (so chances are the first shot will always catch the target Vulnerable). After the first shot, however, any character with the Investigation skill can point at the sniper's location with a check.

(the ultimate sneak attack)

Kit Five: Mastermind Showdown

Sooner or later, the heroes will have a showdown with the Crime Lord in turn, who will be either waiting for them at the penthouse of his ominous skyscraper, or making his way to the heliport in the rooftop to make his escape. Either way, once again we resort to the Team Attack action. Give the Crime Lord NPC at least 10 thug minions as buffer so the Crime Lord has a constant +5 bonus to Dodge (and the human wall would keep him away from melee range).

Alternatively, if he is making his way to the helicopter, make it a "timed challenge": Give the Crime Lord 10 minions times the number of rounds you're giving he heroes before the Crime Lord makes his escape.

(or, you know, just give the crimelord a mecha, whatever)

I may add more as they come to my mind.

Peace.

Also, read MY WEBCOMIC and check MY PATREON.

Saturday, July 4, 2020

Learning to Create Interesting Combat Encounters for "Superman"... with Mazinger-Z

People who lack creativity will always say Superman is "boring" because "he's invincible."

Ok, the point of Superman isn't whether he can do something but whether he should and the consequences of his action or inaction, just like he is meant to be inspiring rather than "relatable" but that's not the point of this post. The point is that... yes, you can write interesting combat encounters for him, and you can apply the same basic rules to run games for "overpowered" characters (or for just, you know, any superhero game, since superheroes are by definition bonafide badasses).

(It's not "The Relatable Iron-Man" or "The Balanced Iron-Man" or
"The You're-Better-Off-Playing-A-Mutant Iron-Man"...
it's THE INVINCIBLE IRON-MAN)

Strangely enough, all of these guidelines come from an old anime.

So, let's take lessons... from MAZINGER Z:

As opposed to contemporary shounen anime, Mazinger didn't intend to sell you the "Dragonball Z formula" where a weakling is constantly picking fights with someone stronger than him until he eventually surpasses and beats the villain (sorry to burst your bubble but, if every single enemy is always stronger than the hero, is he really a badass? No, he isn't). Mazinger was originally the giant robot to end all giant robots, and indeed he was famous for making short work of rival robots in a straight, fair fight.

The father of the "Super Robot" genre

So, how did Go Nagai keep Mazinger's fights interesting? Here's how:

Rather than resorting to Dragonbullshit or Green Rocks Of Lazy Writing, what Nagai did was handicapping via unusual circumstances that often kept Mazinger out of his element: Flying enemies, submarine enemies, illusionists, and otherwise enemies with "battlefield control" abilities. I'm not sure how much of this was Nagai and how much his editor but, in addition to this, whenever the enemy became repetitive with the same gimmick, Mazinger got an upgrade in order to turn the circumstance a non issue in the future (he got adapted for aquatic combat after the first 2 submarine enemies in a row, and after the first 3 flying enemies, he got his aerial upgrade) and thus avoid the Green Rocks Of Lazy Writing.

To keep things fresh, sometimes instead of handicapping circumstances, the enemies would force the hero to change tactics by being immune to whatever quality was becoming a comfort zone: Sometimes they'd be immune to whatever weapon he had been more consistently relying on, and sometimes enemies would have the specific ability of nullify his super-alloy (forcing him to dodge and use strategy rather than just tanking every enemy attack).

Then, there was always the occasional "puzzle monster," which could only take damage under specific circumstances (example: Twin mechanical beasts that regenerated all damage unless both were destroyed at the same time), or that required a specific attack sequence, or that were only vulnerable to a specific weapon at the right time (example: A photon beam right at the moment he monster opens his chest cavity to unleash its biggest weapon).

In none of the aforementioned cases the mechanical beast was innately stronger than Mazinger, it was the handicap that leveled the field. Only in a couple cases (one of which was the series' end) Nagai resorted to the "strictly dramatic" encounter where the enemy/circumstances were insurmountable and the only reason the hero lived to see another day was by some contrived serendipity that opened a window of opportunity at the eleventh hour... and that was indeed good since narratively these are the most boring: The author got the hero into an impossible situation only to get his bacon out of the fire himself, thus there was zero meaningful input from the hero (needless to say, this is even more boring in a tabletop game, since it's interactive entertainment and the players' choices are supposed to matter).

Those are my two cents, take 'em or leave 'em. If any of this sounds like too much work for you, stick to low-powered games (plenty of them in the market, after all!).

Monday, February 24, 2020

"The Great GM": Experience or Preference?

As a certified teacher, I can tell you that yes, you can learn how to become "the best GM for every possible demographic" if you actually set your mind to it.

As a teacher I have dealt with kinaesthetic students, I have dealt with squares, I have dealt with problem children and teacher pets, I have dealt with elementary school kids and senior citizens, I have dealt with students with learning disabilities and students who think they know more than I do (and some that occasionally do, even). I'm trained to deal with all types because I'm literally paid to deal with them all.

Does that mean I enjoy dealing with all and every type? Heavens no.

THAT is the question you must ask yourself when evaluating a GM's "quality."

I dealt with more than my share old-schoolers and storygamers and reactive gamers and fishmalks and lone wolves and psychopaths. Do I enjoy dealing with them? Hell no! Would I be prepared to deal with them in my table if I had to? Perhaps... but why on earth would I want to?




GMing is my hobby, not a job. I run the kind of campaigns I want, using the systems of my preference (unless I'm trying a new one, case in which it can go either way), for the people I want to play with. As a result of this, while I may know other ways, I'm more likely to perfect the techniques for what I like to play the most. Furthermore, ever since I learned the most valuable lesson in the hobby (no gaming is better than bad gaming), it's been about a decade since I haven't had to deal with anyone I don't want to. I have way more experience in running games for proactive players than reactive ones. I have lots more games under my belt ran on shared narrative systems than trad/OSR/storygaming ones. I haven't had to deal with players I need to drag kicking and screaming through the flow of events in over a decade, so chances are my skills at dealing with "trouble children" at a gaming table are rusty by now (and then, I screen potential applicants to make sure they'll be a good fit for my table and game in question precisely so it never gets to that point).

So, the question is... sure, as a GM I'm pretty long in the tooth but... am I a "great GM"?

The Answer: I don't need to be. I just need to know what I like, and make sure what I do at the table gets me what I want. As obvious as it sounds, however, it's a harder lesson to learn than you'd think. I know GMs with more flight hours than me who have yet to learn. No amount of time will build Intrapersonal Skill on those unwilling or unable to do self-reflection.

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”

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Wednesday, July 18, 2018

Magic in D&D: Of Haves and Have Nots

In d&d land, there are two kinds of people: Those who have magic, and those who don't.

There a reason I mostly play spellcasters in d&d: I like having agency.

D&D has always been a disfunctional premise on a concept level from the moment it allows Haves and Have Nots in a same group, and if a player at my table insists on playing a muggle then so be it, but I warn said player that they're playing a concept with a limited shelf life.

This is not only as a player. As a GM I don't like dealing with magical Have Nots because they limit the stories I can tell and adventures I can run. D&D character levels go up and eventually "go hit the neighbouring orcs with a pointy stick" must grow into "ask the overdeity's oracle for the archfiend's true name, for which you have to go to a lost demiplane with access point in a sunken city under the sea," something the protagonist will never be able to do if all they can do is hitting things with a pointy stick. If I'm going to run an adventure, the character party must be able to pull their weight on their own power, because if I have to keep solving their every problem via McGuffins and Deux Ex Machina NPCs, then there was never a challenge, the whole thing is a travesty.

Fictional "muggle heroes" can be divided in two:

1) The Vanilla Action Hero: All this guy can do is fight. He's usually a blockhead whose fighting ability is only rivaled by his bull-headedness. Because of his lack of ambition, the call to adventure always falls straight on his lap, and because of his lack of brains or skills, the stumbles through the plot advancing only because of the purest serendipity, everything he needs just falls at his feet via the divine providence, and his foes tend to lose because of some contrived circumstance that creates an lethal opening at the exact point in time.

(The girl fell into his taxi without any input or effort from him: Check
The army literally knocked on his door to give him the means to get into
the resort cruise in space to meet the contact: Check.
The girl gave him every clue short of outright spelling-it-out for him to
figure out what the Fifth Element was: Check)

2) The Badass Normal: In a fantasy world (call it magic, superpowers, etc), the badass normal is... no, they are not a "non-superpowered person," they're rather someone whose superpower is Hypercompetence. The BN is ridiculously fit (regardless of apparent muscle mass), unrealistically resourceful, and crazy-prepared; they're all that and an order of fries; the pinnacle of human ambition. While people misleadingly sell BNs as "heroes like you," the thing about BNs in fiction is that, once you actually get to assess they things they do on a regular basis, you realize there's nothing "normal" about said badasses. Plus, they're often impossible to emulate in class-based games... or rather just impossible, period. Just the list of accomplishments of ANY BN (even Hawkeye's!) is impossible to normal humans in and of itself. If anything, being a BN is in itself a superpower.

(World's Greatest Detective... who also happens to be world's top weight lifter, 
best martial artist, accomplished gadgeteer, all-round Modern Man of the
Renaissance, trillionaire, decked with technology at least ten years ahead of his time,
and has his life sorted out just the right way so his two lives never come in conflict in 
any way... sounds legit)

D&D biggest offense regarding the Fighter is that they sell you a Badass Normal but what they give you is a Vanilla Action Hero, and the Vanilla Action Hero works only in literature and otherwise passive media because the author arbitrarily resolves the hero's problems via contrivances, serendipity, and Swords Of Plot Advancement whenever is dramatically appropriate. If this VAH had no Plot Armor and a "benevolent God," he'd have no way to reach the underwater city, let alone traverse between the planes, or defeat a god.

In addition, I don't like my players getting frustrated, and classes like the Fighter are nothing but a recipe for frustration. All (useful) character classes bring something to the table, and ALL classes fight, so if all your character can do is fight then you're not contributing anything to the adventure. Furthermore, eventually the fighter can't do even that (fight) because eventually the party reaches lvl 5 special qualities make their appearance (incorporeals, damage immunities and resistances, etc) and waving a pointy stick at them won't do. Enemies with special qualities become more frequent as levels go up and the fighter player accuses me of "targetting them." In addition, the adventure eventually grows into "ask the overdeity's oracle for the archfiend's true name, for which you have to go to a lost demiplane with access point in a sunken city under the sea," and all he can do is watch the spellcasters asking deities for the city's location, growing gills to swim, sky diving into elemental planes, and he can't contribute to any of that, so yeah, of course the player gets frustrated.

(well duh! It's a fucking ghost! Of course waving a pointy stick at it
won't work. Now stand aside and let the adults work.)

Games are not books, or anime. the Vanilla Action Hero is an archetype that shouldn't exist on any fantasy game, since all it does is mislead the players. If you play one in full awareness that you won't have any agency (or actually just play for the combat minigame), then more power to you, but if you like to have agency and making choices that matter, muggles are a trap option. Don't even bother.