D&D 5E What are the Roles now?

I doubt you've misunderstood? It isn't a complex point--I don't like that the designers removed a leg out of the journey that players take with their characters.

OTOH if you doubt it can happen with the same player time and time again, then we certainly don't see eye to eye.

I don't see what starting at levels other than one has to do with it--starting at fifth level in first edition doesn't change a character's role, or the presentation thereof. (Does it?)
I'm not sure what the answer is to your parenthetical question, because I don't think I fully understand your point.

I'm not sure what the "leg of the journey" is that you think is missing. At first I thought you meant learning how a PC works mechanically - which is the thing that I think tends to happen only once, because the second time round you roughly know how Charm Person, Sleep, Fireball etc work; you know how bow specialisation plays; etc.

If you're talking about discovering the "inner essence" of a particular PC - what makes a PC tick as a character, and how that might be mechanically expressed - then 4e doesn't remove that leg at all, in my experience, and facilitates the mechanical side of it via liberal retraining rules. 4e PCs aren't pre-minted products of cookie-cutters. To give a concrete example of a player "coming to know his character's role" - at least as I can follow that phrase - the player of the sorcerer in my 4e started as a non-multiclassed sorcerer, multi-classed bard (minor healing), then retrained as an assassin-type (Cutter, for those who know the 4e assassin options) which enhanced his single-target ranged takedown options, but then retrained as a multi-classed monk to explore being a martial artist drow (grappling foes and pulling them all into his Cloud of Darkness and then burning them all to cinders with multiple applications of Flame Spiral) and finally returned to bard with a more developed set of abilities to work as the party's secondary buffer.

I think every player in my 4e game has come to know their PC role better over the course of the came, and to develop their PC in accordance with that changing understanding.

Anyway, as you can see, I feel I may be missing your point about "knowing your role".
 

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If we're talking action surge and extra attacks as AoE, then the comparison to a wizard is fairly lame in my view.

Goalpost shift much? Do you want to:
(a) Compare a wizard to a fighter with regards to AoE; or
(b) Do you want to reflect on the AoE a fighter has in 5e?

It also doesn't measure up to 4e, where a 1st level fighter can make 2 attacks once per encounter (Passing Attack) and can have a 1x/encounter AoE (all adjacent visible targets) at 3rd level.

Lol! You want to start discussing powers on a granular level between two different games? Really, is this where you want to take it?
Are you next going to tell me that 5e 'doesn't measure up to 4e' because you get fewer hit points in 5e?

So should we start by discussing how a 4e warlord can scream you awake at x level or can we just say it makes sense with regards to the game-style of that particular game?
 
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If we're talking about multi-classing, then what is the contrast with 4e again? Which also has mutli-classing and hybrid mechanics.

The contrast is in the design philosophy of the 4e game which is different to the design philosophy of 5e which is what I said somewhere around page 20 of this thread (I've included it below), which design philosophy of roles bleeds into the mechanics. A fighter does not do 'heavy healing' in 5e, not unless he multiclasses.

My earlier post:
"Going back to the Roles.
In 4e Wizards were Controllers, says so in my 4e PHB. In 5e the same cannot be said.
In 5e a Wizard is someone who is able to read magic and cast arcane spells. Sure I could build the 5e Wizard into a 4e-like Controller easily, but that is up to the player not the designer. In 4e, the designer made that choice for you with the controller-designed powers they made you select from. I'm struggling to understand how you cannot see how the 4 Roles were very much part of the design process and how they bled into the system/mechanics.
In 4e, Roles define a character's Abilities. In 5e Abilities define a character's Role in the Party. It is a very different philosophy. Sure character roles exist, but not in the way you perceive them to."

Given that it is early days and following in the spirit of 5e and in particular it's modular approach, I'm sure somewhere down the line someone will create a subclass of fighter that does indeed heal, which is easy enough to incorporate right now. This reflects 5e's versatility as a system which you've suggested, you doubt.
 
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I can see this in principle but have never encountered it in practice.

At 1st level in Moldvay Basic, if my fighter can afford plate armour (60 gp from memory, so most likely) it is virtually suicide not to use it: dropping the hit chance from 6 in 20 to 3 in 20 (or thereabouts) is effectively doubling my life expectancy. At higher levels, where I have the hit points to open up a wider range of choices, I probably have magical plate mail, which (depending on which bit of DMG text you read - the rules as stated in the Armour section near the start are different from the rules stated in the Magic Item section near the end) either encumbers at one step lower (so comparably to studded leather) or not at all.
The advantage of a lighter armor in Expert D&D is more can be carried without impeding movement. If I'm maxed out to the heaviest encumbrance, my encounter movement is only 10' a round (30' running). It's one of the choices that make up the game. Do I want to go for maximum protection, or for more mobility/carrying capacity? Of course, an important aspect of this is that Expert D&D is not exactly an heroic fantasy game, but rather a fantasy exploration game. So you have the usual caveats about avoiding combat and so on. All of that is orthogonal to the discussion here, though. The point being that the structure of the game was that you create your role and also how you fulfill it. A lightly armored ranged fighter is entirely doable -- provided one doesn't do as Williams suggests and just wade into melee trying to pin down foes. You can do that, of course. And many did. But the game isn't built around specialization. Of course, to some folks this is a bug, not a feature! There isn't that much mechanical difference between randomly generated fighters.

Naturally, magical armor does much to remove choice of armors -- but in Expert D&D perhaps less than you'd think. Magical armor doesn't ignore encumbrance -- it's just lighter. Magical plate is 250 cc vs 500 cc for regular plate, magical chain is 200 cc vs 400 cc for regular (the numbers are a little lower in Basic vs Expert). But! I have to disagree that one "probably has plate mail", unless the DM puts it in there. Due to randomness of the treasure rolls, an adventurer will probably see a lot of treasure rooms before they find that choice magical plate. Which is kind of the point of the game. Further, this means that roles can change over a PCs career. Maybe I start off as light, mobile ranged fighter, but in the course of my career I find some magic armor, or a magic sword. So I become a "wade into melee" type. Or vice-versa, I start off as a heavy-armor melee guy, but find a magic bow, or some magic arrows, and so I become a long-range sniper. Or, I mix-match as the situation dictates. What role I decide to fulfill will vary based on the situation.

At low levels the fighter in my 4e game - who also is proficient, like the AD&D fighter, in longbows - would often open up with ranged attacks. At 28th level he is unlikely to hit with a longbow on much less than 20 (having not pumped DEX very much, and having only a +1 longbow to work with - but having not pumped solely CON either - off-STR stat bonuses have been allocated across DEX, CON and WIS), but from time-to-time he will make ranged attacks with his Mordenkrad that is enchanted as a heavy thrown weapon.
Sure. My point is not that one can't or should never have a fighter make ranged attacks in 4e. My point is that Skip Williams looked at the fighter and said, "This guy's job is to wade into melee." I looked at the fighter and said, "This guy's job is to handle any kind of combat needed -- skirmishing, range, spear range, close melee." Take, for example, missile fire. Surely with his DEX bonus, this is the thief's thing, right? But actually, when you run the math (by XP, rather than level), even with a DEX 10 fighter and a DEX 18 thief, the fighter spends a good chunk of the game matching or nearly matching the thief's DEX bonus with his superior to-hit numbers. The situation is even more pronounced in AD&D, wherein the thief's DEX bonus gives him a +3 advantage until 4,000 XP, when the fighter hits Level 3 and cuts this down to +1. At 18,000 XP, Level 5 for the fighter, his to-hit numbers totally match the thief's, and at Level 9 (25,000 XP), he shoots ahead with a +1 advantage on the thief, and never looks back. And that's not even accounting for the fact that in AD&D, fighters can use longbows, while thieves cannot.

Again, my point here is not that you can't build fighters in 3e or 4e to exploit ranged attacks, perhaps to an equal or near-equal level as a DEX-based rogue or ranger. My point is in earlier versions of the game, before the fighter was seen as the "wade into melee and pin enemies down" guy, you didn't have to. Combat was the fighter's thing, and he could fulfill a number of different roles within it.

Multi-role characters are fairly easy to build in 4e, though of course to some extent it depends where I draw the role boundaries (eg is defender/controller multi-role, or is a defender really just a melee controller?).
I don't necessarily disagree with your statement here, but I think our personal standards for "fairly easy" are quite different here. I have no doubt it is easy for you and your players. As someone who's never been particularly good at nor inclined to "building" characters, I don't find it so easy, and the glut of feats in 4e didn't make it much easier. To put it in 5e terms, I'm a Champion kind of guy. So on that front, 4e's codified roles system is more constraining than freeing for me. When I stayed in the default role, I prospered. When I tried to break out of it, I floundered.

All-around is a different thing. The closest we have in my 4e game is the paladin, who can fight in melee, has a small complement of ranged spell (prayer) attacks, can heal, and has top-notch social skills. The sorcerer is also pretty versatile - good mobility and combat (including at-will short-range flight), good stealth, reasonable social but a little shaky once the damage starts raining down.
I think all-around is something very much left by the wayside in 3e and 4e. The ability to ultra-specialize just doesn't make it viable. Forget all-aroundness, these are the editions that coined MAD as a dirty word. In 5e, the first character I made I deliberately made all-around, choosing an array that most spread my bonuses around. I've been very pleased with it.

But I'm still not seeing how a fighter built using the 5e Basic PDF can deliver AoE attacks or do serious healing. Which is not a criticism of 5e - maybe fighters who can do AoE attacks are broken in that system? But I don't think 4e is as rigid, nor 5e as versatile, as at least some in this thread are claiming.
Well, personally, I don't define all-aroundness with the ability to mimic all the 4e roles. In my case, I have a fighter who can do melee, but is still effective at range, while also having a bonus to WIS and CHA saves and skills. And I feel comfortable spreading out future ability score improvements to DEX, WIS, and CHA, or even INT. Or otherwise taking a variety of feats. In 4e, there was always a tension -- I wanted to spread things out, but never felt entirely comfortable with it, particularly with my tablemates given to specialization. (I should note that I'm talking about 4e a lot for comparison, since I played and enjoyed it. But the issues I have with 4e are not endemic to 4e alone; if anything the same or similar issues mean I have little inclination to play 3e at all, since specialization is even more rewarded there.)

I'm not entirely sure where you fall. But presumably your 3rd level fighter with the DEX to take advantage of that breastplate isn't going to be as robust in melee as the 3rd level fighter whose player dumped DEX for STR and CON and is wearing the best heavy armour s/he can afford. That's a bit of role differentiation right there - in 4e terms we might be comparing a STR/DEX melee ranger to a PHB fighter. Admittedly your 5e PC can do something the 4e ranger can't, namely, put on a suit of plate, but you'll still be less effective as a bruiser than the character who was built to bruise from the start.
Sure, but the issue is one of degree of distinction, not distinction itself. The bruiser may be the best at melee. But I can be better than average -- and even more so if I decide to don the plate and go to work. IMO, 5e hits a sweet spot where specialization is rewarded, but likewise so is versatility.

@Iosue - I have to admit that in thirty plus years of gaming I have never once seen a character start switching armors. Why on earth would you take off plate in 1e? It's not like your fighter could sneak anyway. Same with 3e. Breastplate is almost as bad for stealth stuff as plate. And since all the stealth skills in 3e are cross class, who tries to make a stealthy fighter?
A couple things. We were talking 5e, not 1e or 3e. In 5e, chain, scale, and plate give disadvantage on Stealth. If I'm engaging in stealthy activity, I want the best armor I can get without taking disadvantage in Stealth. That's breastplate. You expressed incredulity that a fighter would ever have anything but the highest possible AC. My contention is merely that sometimes, in some playstyles, there are other considerations.

But, as far as 1e goes, the thief's ability to move absolutely silently, even a squeaky floor, and to hide even in only dim light, doesn't preclude the fighter's ability to move stealthily, without making undue noise.

As for 3e, I have no idea. I don't play that and never have. My point is not that people make "stealthy fighters", but that fighter's should be able to choose to be stealthy when they want. And that while I'm very aware that a great many people have played, "I buy plate mail and wear it all the time," and that this led to the fighter more and more to be expected to always be wearing the heaviest armor they can obtain, and this in turn led to an implicit defender role for the fighter in 3e, and an explicit one in 4e, I am arguing that there are also a good number of people -- a significant minority at the least -- who didn't or don't play that way. For whom choice in armor and weaponry is very often mission specific. Happily, 5e accommodates both.

Bows are great but by and large most encounters start within one or maybe two rounds of movement. I've almost never seen encounters start at the long end of long range for a bow.
Did you play much wilderness exploration and/or hex mapping? In Expert D&D, standard encounter distance in the wilderness was 40-240 yards. In AD&D it was 60-240 yards. And that's assuming the bowman is the one doing the spotting, without anyone scouting ahead. Maybe it was just my group, but once we got out of the dungeon and were exploring the wilderness, the lion's share of encounters started waaaay out of melee range, or even one or two rounds of movement. In Expert, 40 yards out is 120 feet, and even the fleet of foot are going to take two or three rounds to reach that.
 
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Ok. 42 pages in...I guess it is time to open up that ark.

The Roles of Characters in D&D are:

- The guy who handles the challenges of adventure and combat with their weapons. For ease of common understanding, let's call it a Fighter.
- The guy who handles the challenges of adventure and combat with magic/sorcery. For ease of common understanding, let's call it a Magic-User.
- The guy who handles the challenges of adventure and combat with a combination of weapons and magic. Perhaps, following the wishes of those wanting the archetype of a Van Helsing, Exorcist, supernatural monster-hunter type character, we'll give this one some religious overtones. For ease of common understanding, let's call it a Cleric.

- The guy who handles the challenges of adventure and combat with mundane [non-magical] skillful tricks. Perhaps, following the wishes of those wanting the archetype of some kind of Burglar or "expert treasure hunter" type character. For ease of common understanding, let's call it a Thief.
- The guy who handles the challenges of adventure and combat with a combination of weapons with some religious overtones. Perhaps, following the wishes of those wanting the archetype of some kind of "knight in shining armor" or a gifted/chosen/anointed champion, like those guys from the Song of Roland. For ease of common understanding, let's call it a Paladin.
- The guy who handles the challenges of adventure and combat with unarmed fighting and mundane [non-magical] tricks. Perhaps, following the wishes of those wanting the archetype of some kind of Shaolin Monk or Kung-Fu movie character. For ease of common understanding, let's call it a Monk.

[...are you sure? Won't that be confusing with the western concept of a religious monk?

Naaaah.

Monk it is.]
- The guy who handles the challenges of adventure and combat with mundane and magical skills and tricks. Well, we gave the Fighter guy a specialized type. We need to do that for a magic-user. Perhaps, following the wishes of those wanting the archetype of some kind wilderness wanderer or those "nature priests" the Romans chronicled type character. For ease of common understanding, let's call it a Druid.
-- The guy who handles the challenges of adventure and combat with weapons and skillful tricks. Perhaps, following the wishes of those wanting the archetype of Aragorn from that book or "wilderness warrior-expert" type character. Let's throw in some "Surprise! Now they know/use and do magic stuff too" overtones.

[Why?

Well, look at this Aragorn chap. He does xyz.

..Ah. Yes. I see. Carry on.]

For ease of understanding, let's call it a Ranger.

[Well now wait wait. We keep giving the fighter guys more different specific types of guys. I want a specific magic-user!

Right you are. How 'bout...]

- The guy who handles the challenges of adventure and combat with tricky types of magic. Effect the mind. See thing that aren't there. That kinda thing? Perhaps, following the wishes of those wanting the archetype of a Morgan La Faye or some kind of "enchanter/-tress", a more [folkloric] "witch" than "wizard" type character. For ease of common understanding, let's call it an Illusionist.

[Why don't we just call it a witch?

Well, that has bad devil-worshiping connotations these days. We don't want it having those, do we?

No. I guess not.

Right. So, Illusionist.]

- The guy who handles the challenges of adventure and combat with weapons and mundane [non-magical] tricks. Perhaps, following the wishes of those wanting the archetype of some kind of "bad guy" that can be a stealthy "heavy hitter" type character. For ease of common understanding, let's call it an Assassin.

[We're s'posed to be heroes. Why would I want to play a bad guy?

Well, we have been going rather heavy handed with the "good guys" archetypes, haven't we? 'Sides we gave the fighting and magicky guys some specific archetypes, we can do the same for the Thief...keep things balanced, ya see?

I know! I know! What if we gave somebody all three? The fighting and the magic and the skilled tricky stuff? Hell, throw in those religious overtones too.

Alright...]

- The guy who handles the challenges of adventure and combat with weapons and magic and mundane tricks. Perhaps, following the wishes of those wanting the archetype of some kind of troubadour, wandering minstrel or legendary "warrior-poet" type character. [And the keepers of the oral traditions! Don't forget the oral traditions!] Right, so they're lore
hunter/gatherers too. For ease of common understanding, let's call it a Bard.

[I wanna play Conan!]
- The guy who handles the challenges of adventure and combat with weapons and endurance. Just super tough and push through kinda guy, whatever the challenge is. Perhaps, following the wishes of those wanting the archetype of Conan or those fabled norse "berserker" type character. For ease of common understanding, let's call it a Barbarian.

[What about the knight that's not religious? I wanna charge into combat and earn fame and fortune much as the next guy...but I don't want to be giving away all of my booty! What's the point of that!?]
- The guy who handles the challenges of adventure and combat with weapons...on horseback. Perhaps, following the wishes of those wanting the archetype of some kind of knight-errant or "non-religious paladin" type character. For ease of common understanding, let's call it a Cavalier.

[I want someone who's all flippy and stuff but doesn't have the eastern overtones of the Monk. Gymnastics is HUGE right now! Seems like a no-brainer for a kind of thief...]
- The guy who handles the challenges of adventure and combat with..what was it?..."flippy stuff" and mundane [non-magical] tricks. Perhaps, following the wishes of those wanting the archetype of some kind of acrobatic fighter or performer type character. For ease of common understanding, let's call it..uhhh...an Acrobat.

[but that doesn't really say it's like a sub-class of the thief.

*sigh* Fine. "Thief-Acrobat."

Seems kinda narrow. Don't think I'll use that one.

But it was in that movie...and the cartoon...and that book n'...stuff. It's a thing!

Yeah. They're too...specialized. Narrow. With skills, Fighters and Thieves can already be all that stuff. Don't really seem necessary.

Ok fine. Ignore them. Forget it.

But I wanna play Conan! You can't forget CONAN!

...Except for Conan...er...Barbarians. We'll still use Barbarian.

You're ignoring the magic-using folks again.

Yes. Yes. the magic types...]

- The guy who handles the challenges of adventure and combat with magic...[uhhhh...I know!] But doesn't have to study it! Perhaps, following the wishes of those wanting the archetype of some kind of "innate magic-user" type character. For ease of common understanding, let's call it a Sorcerer.

[Is that really easy to understand? I mean, aren't all magic-user/mage/wizards already sorcerers?

Grrr. Not anymore! Ya want these magic types or not?

Ok. Ok. What else? We don't really have a magic-user/thief guy? That's been a pretty popular multi-class for a while now. What about a magic and mundane skills guy? I think a magic and mundane...

Shut. Up. You.]

- The guy who handles the challenges of adventure and combat with magic and mundane [non-magical] tricks. Perhaps, following the wishes of those wanting the archetype of some kind of Faust or "slacker/short-cut to power" type character. [Most of that devil-worshiping nonsense has faded away what if we made it someone dependent on someone/some thing else...to take it in the opposite direction from the one that has it innately? Sure. Yeah. That works.]. For ease of common understanding, let's call it a Warlock.

[Isn't that a male witch?

No. Well, yeah, but no. We're making it someone that serves/deals with some outside powerful entitity for their magical power.

Doesn't the cleric do that already?

These entities aren't gods.

So you want us to play devil-worshipers!?!?

No...well yeah but...Or fairies! You can deal with fairies too! How about that? Play that Morgan La Faye you asked for 25 years ago.

Oh yeah....You remember that? That'd be cool! Long as I don't have to be evil. It doesn't make me evil right?

No. Even if you deal with a devil or demon, you don't have to be evil.

Sweet! Wait...what?

Now go roll up someone. I'm gonna go jump in a vat of whiskey. See you at the table.]

~Fin~

And there, my dear 40+ pages-in Enworlders, are the roles of D&D 5e.
 
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I think there are very few PC builds in 4e that would fit this description - perhaps some leader builds.

Defenders in 4e aren't primarily focused on defence (maybe some swordmage builds - shielding in particular - are an exception? I don't have a lot of familiarity with swordmages). Fighters, paladins and battleminds are all focused on attack. Those attacks then inflict conditions, or interact with conditions inflicted by other means (eg a paladin's Divine Challenge) that mean that the victim of the attack will most likely not pose a threat to other PCs.

Take a look at the two superheroes who I did cite as being defensive. Superman has no particular ability to really defend; his primary defense is that he's effectively indestructible without one certain material involved. And... that's it. The rest of his powers are focused on offense and combat. Yet he uses that and his offensive powers defensively. Spiderman is the same way; almost nothing defensive, yet he still acts as a defensive character.

I don't think so.

For reasons I don't understand, you suggested (in post 393 upthread) that a character who "mechanically has no ability to restore hit points, remove debilitating conditions like blindness/deafness, etc" sounds like a character with Medicine proficiency.

Why don't I understand? Because a character with proficiency in Medicine in fact does have a better than typical chance of stabilising a dying character. Hence s/he is not an instance of what I described, namely, a character who has no particular ability to restore hit points or remove debilitating conditions. (And for the sake of clarity, it is a mechanical ability, deriving from the proficiency mechanics.)

You're not understanding it because you're missing the key aspect of it: The character only has that capacity if the DM says they can use the skill that way. What Medicine actually does isn't decided by game mechanics; it's decided by DM Fiat. It is only mechanical in your mind because you are reading the skill description literally when the skill description is, by RAW, not literal.

This is completely orthogonal, for two reasons.

First, it's no different from 4e. A character in 4e with (for instance) 1x/day Inspiring Word can do more than just restore hit points (eg s/he can use the ability in a skill challenge to add +2 to a skill check, if speaking Inspiring Words is relevant within the context of the fiction).

Second, pointing out that a character with Medicine proficiency can do more things than just stabilise a dying character is simply emphasising the capacity of that character to do things to remove debilitating conditions, which makes that character even less of an instance of what I described. Perhaps you missed the negation in my description?

This also raises other issues, though. I was talking about a character described or conceived of by his/her player as a miracle working healer. Does the Medicine skill in 5e encompass miracles? Can the player of a character who is not a cleric or druid declare as an action "I pray for a miracle" and then be entitled to have the GM set a DC? Or does the 5e skill system only encompass "mundane" abilities, like binding wounds and setting fractures?

My general impression is the latter, but if people are playing otherwise then I would be very interested to hear about it, because that would be something new for traditional D&D.

The Medicine skill in 5E encompasses whatever the DM says it encompasses. 4E, when it came to skills that acted like that, were simply not there and up to the players to pretend they were. The capacity of Medicine to heal wounds or restore injuries is not a mechanical capacity in that there's no actual mechanics that say what a Medicine skill fully encompasses. And, technically, it's not even needed; a character without the skill can still do a Wisdom check to manage the same thing, just that they don't get the proficiency boost or advantage on the roll.

As for covering miracles: That's a mixture of roleplaying and the mechanics of advantage. If they have proficiency in the Medicine skill and the DM is allowing them to use it for treating wounds, thanks to Advantage they could easily be pulling off a few healing miracles without managing to have divine power. Since they have two chances each turn of hitting a 20, they can continuously choose the better one and manage a higher rate of 20s than they can without advantage. But, again, only if the DM allows them to use the Medicine skill that way in the first place.
 

Because it's a similar family of games using exactly the same word for approximately the same thing.

What's funny is that you can say that. What's sad is that you believe it. I mean, MMOs covers things as varied as Secret World, World of Tanks, and, yes, World of Warcraft. And the idea that they've got things in common other than being MMOs is laughable.

I think there are very few PC builds in 4e that would fit this description - perhaps some leader builds.

Defenders in 4e aren't primarily focused on defence (maybe some swordmage builds - shielding in particular - are an exception? I don't have a lot of familiarity with swordmages). Fighters, paladins and battleminds are all focused on attack. Those attacks then inflict conditions, or interact with conditions inflicted by other means (eg a paladin's Divine Challenge) that mean that the victim of the attack will most likely not pose a threat to other PCs.

A Shielding Swordmage is probably the closest thing in 4e to a pure Damage Mitigation Tank and they're really weak offensively. Ensnarement swordmages unfortunately have to wait till the Mark hits an ally before they teleport them, otherwise they'd be even better at it. And the assault version teleports to (and attacks) their Mark after that Mark attacks without mitigating damage at all.
 

I have to disagree that one "probably has plate mail", unless the DM puts it in there. Due to randomness of the treasure rolls, an adventurer will probably see a lot of treasure rooms before they find that choice magical plate.
I think the game sends conflicting signals here. I think practically every significant fighter or cleric NPC in Keep on the Borderlands has +1 Plate:

* The F3 Bailiff in room 6 of the Keep;

* The evil C3 in room 7b;

* The curate in room 17;

* The F3 Captain of the Guard in room 18;

* The 3rd level elf in room 26;

* The Castellan in room 27;

* And the evil priest in room 59 of the caves.​

This implies that magical plate mail is very common, and also that every character who can wear it and is of 3rd level or greater should expect to have some.
 

Given the fact that we've been talking about the 4e core books and it is common knowledge that the 5e basic PDF was designed to give the simplest and easiest implementation of the classes it contained why... are you using the 5e fighter in the basic PDF would be my main question? But pushing that to the side...

You realize in 5e as long as you have movement left you can continuously move even after you've attacked... so a 5th level basic PDF Fighter can move into position to attack 2 enemies, finish out his movement next to a different enemy and use action surge on that enemy (or attack one of the original enemies again) That's 3 attacks in one round on 3 different foes, sounds like AoE attack to me. Now in the actual players handbook there is the Battlemaster who can take sweeping attack on top of the 3 attacks here to have the possibility of catching 4 foes in one round at 5th level... and the Eldritch Knight has the option of taking AoE spells or attacking as was demonstrated with the basic fighter above. Also note these extra attacks (and superiority dice) continue to increase as the Fighter levels up. Now granted it's not a select-able one-click and hit power, it takes some tactical thinking and effort to pull off but I actually prefer it that way and it is very much possible.

EDIT: As too healing [MENTION=6688277]Sadras[/MENTION] covered multi-classing, but there is also the option of feats if they are used from the PHB... such as Inspiring Leader if you want to go a non-magical route or Magic Intitate if you want to go the magical route.

Now, explain something to me. One of the most common 4e criticisms was about the AEDU structure. What you've just talked about here, the fighter can do one time, before taking a short rest anyway. So, why was it such a terrible thing in 4e to have AEDU structure, something that completely broke people's brains, but, 5e can do exactly the same thing without comment.

IOW, why can't my fighter do that twice? And, how come only my fighter can do that? Why can't my rogue learn sweeping strike?
 

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