Non-combat aspects of the Fighter, Mage, Thief paradigm
While RPGs Equal Combat is the prevalent dogma in game design, the FMT paradigm can be extended to non-combat encounters in several interesting ways. Here are some ideas:The fighter plays by the rules, the thief exploits them, the mage breaks them
The fighter knows the rules (of the setting/game/etc.) and prevails over adversity by being the absolutely best within their parameters. While staying within the rules restricts his options, it also gives him a degree of protection that other classes lack.The thief knows the rules and prevails by discovering and abusing loopholes within them. Rather than rely on rules, a thief must exploit them—and dodge the unforeseen consequences.
The mage knows the rules and breaks them. While both the fighter and the thief are bound by the rules, the mage has the ability to mess with them—which is both a great power and a great danger.
In short, the fighter will be the best at navigating a labyrinth, the thief will walk around it, and the mage will melt away the concrete walls.
The team synergy cycle
This interpretation envisions the FMT interactions as a give-and-take cycle, whether in combat or in any other dangerous situation. Here it goes:- The fighter exposes themself to danger, creating opportunities for the thief
- The thief exploits the opportunities, keeping the heat off the mage
- The mage creates new situations, enabling the fighter to move forward