So again we're using Essentials (A new set of core books whose whole purpose was to break with the original design tenets in 4e ... we might as well be talking about a separate edition) as the example for 4e not matching class to role. Like I said earlier essentials was designed to break from 4e in a last ditch effort to try and emulate the feel of previous editions... Let's at least try to be upfront here... is it or is it not true that for the majority of 4e's run that class directly corresponded to a role and the books specifically called this out?
I don't really get your argument. I don't see how Essentials is not relevant to a discussion of 4e - it is a major line of books for the edition. I don't see the point of your claim about unity of roles - as soon as the PHB for 4e was released practically everyone noticed that paladins ca be built to be secondary leaders as well as defenders, that multi-class feats permitted a degree of role-bleeding, that fighters could be built to deliver striker-level damage, that the Fey warlock in particular was not much of a striker but (if played with a high degree of technical skill and flair) could be a potent single-target controller.
If anything Essentials shows that WotC was finally realizing most people don't want to be pigeonholed in the manner that the majority of 4e's run promoted.
The stuff about pigeon-holing strikes me as essentially a red herring (to mix animalian metaphors).
No one describes the fact that a fighter, in 5e, cannot be the party's main healer as "pigeon holing". The fact that a fighter, in 4e, is likely to be less mobile in combat than a ranger or rogue is no pigeon holing either. Anyone class-based game is going to allocate different abilities to different classes, otherwise there is no point in having class distinctions.
If the complaint is a lack of options for character types - for instance, the lack of a "bruiser" type who is a non-mobile, not particularly sticky damage dealer - then I think it is more helpful to state the complaint clearly. (If the complaint is that it is impossible to build a non-combat capable character, then I think the complaint is mostly unwarranted - 4e makes it relatively easy to build characters who are not terribly competent in combat, and I have one in my group.)
There is a reason why 4e doesn't, by default, have a bruiser type. It is connected to some basic features of the game's action resolution.
In AD&D melee, by default, is sticky (due to extremely punitive rules for anyone who disengages). In 3E, by default, melee is not sticky, due to very generous rules for the 5' step.
4e is closer to 3E than AD&D when it comes to the default stickiness of melee. When designing a fighter for 4e, therefore, a choice has to be made: do we replicate the stickiness of an AD&D melee specialist, by building in class features that will replicate it? or do we duplicate the bruiser-iness of an AD&D melee fighter, by building in class features that will replicate that? Or do we give the fighter both?
The designers went with option 1 rather than option 2. (A strong version of option 3 was off the table, because they decided that being sticky and dealing the highest amounts of damage in the game would be areas of potential trade-off in build, between "defending" and "striking".) That is, they decided that the stickiness of the fighter, rather than its bruiser-iness, was the core feature of the class that they wanted to replicate within this different, 3E-influenced mechanical environment.
The slayer is 4e's version of option 2 - easily-obtained high damage but not very sticky.
A skilled player can build and play towards option 3, but - relating back to [MENTION=6680772]Iosue[/MENTION]'s remark upthread - this requires a degree of system familiarity and technical mastery that not every player wants to develop or engage with.
Taking your example above what "role" is the archer fighter? Is it Striker? Is it ranged combatant? Is it lightly armored dex-based fighter? If it can be all of them and even more we are essentially getting to a point where trying to create roles for the classes is just added terminology towards what point when at least everyone can agree upon the competencies of the fighter and even those of a particular subclass... what benefit do I get from roles unless they are defined and hardcoded (at least to a minimum) within the game. And it gets even worse when a class has enough options, spells, maneuvers, choices in equipment, etc. open to it that it isn't channeled towards any particular default suite of competencies... Which IMO, is exactly what 5e does for the most part.
The idea that 5e classes are not channelled towards default suites of competence I don't agree with. Monks are channelled away from ranged combat, for instance, towards melee skirmishing. Fighters and rogues cannot be healers.
What role is the archer fighter? To me it looks like a ranged damage dealer - a striker. If there is mobility and a secondary ability to do some skirmishing melee (via DEX-based weapons and a DEX boost to AC) then we have a striker who can operate at range and in melee, like some 4e rangers and the sorcerer in my 4e game.
The archer fighter typically won't have the AC (lack of the heaviest armours, in order to achieve mobility) of a melee-specialist fighter. Nor the melee damage output (finesse weapons rather than the heavier STR-based weapon). Or the melee specialist can go for the lighter STR weapons and pick up a shield, which the archer typically won't be using.
Are those differences of capability worth noting? If a character wants to build a ranged, skirmishy-character are there distinct pathways that produce character that identifiably serve this function (say, fighter, ranger, warlock)?
If the answer is yes, then the roles terminology can be useful, and if the game designers don't produce it others will, and its usage will probably become more common.
If the answer is no, then the roles terminology will not be useful.
In 4e, part of what produced a "yes" answer was that the game was deliberately designed to highlight differences of function and make them extremely salient in play. This is probably not as big a feature of 5e, but it may be a bit early in the life of the game to be sure.