False. Just because no one had coined a term for it doesn't mean no one noticed or minded. I'll give you an example which predates 4E: GURPS's Luck ability is usable once per hour of table time, not game time, which is one reason I've always hated it: it's a Heisenfeature, not an objective capability. In v4 SJG gave it a variant limited by game time instead, so apparently there were other people who didn't like the original way either.
That game-time limited variant would still fit the definitions of 'dissociative mechanics' used in the edition war.
I should have quoted you before, because you went back and edited your post to change it, and now with this post are trying to act like you never said what you originally did.
Edited back. You now have room to willfully misinterpret what I said as a claim no one ever complained about anything. Make the most of it.
Yes, there were /lots/ of complaints about D&D, some of them very persistent. But, they weren't about dissociated mechanics. They rand the gamut from lack of realism, to baroque mechanics, to poor balance, to failure to model genre, and on and on. But those complaints never conflated mere abstraction into 'dissociated mechanics' and pretended it was intolerable, not until the edition war.
I've already admitted I don't want class balance in a fantasy game. I feel it is inappropriate for a fighter to have the breadth of power of a wizard. We've had this discussion. I don't think either of us will change our viewpoints.
I do agree. 4E was very balanced. That is why I didn't like it.
Yeah, and I appreciate your honestly in that.
In that sense, we're really in agreement. We both realize that the fighter has been consistently short-changed in D&D, you just find that positively desireable.
How can they not survive in the wilderness? Outlander allows you to do that quite easily.
Nod. Any PC might be good at that, if they have that background. They might be good at a lot of other things, as well, by virtue of their class, or already be good at the woodsy stuff, and be able to take another background.
Not particularly true. The fighter and barbarian are the most narrow in terms of DPR. The fighter is the best at pure DPR, while the barbarian the best at taking DPR.
I think 'the best' isn't as definitive as it sounds. They're both high-DPR classes, so, really, is the Rogue, just in a very different way.
The ranger is extremely versatile and the most capable in the exploration pillar.
Also not a martial class, unless you're talking about the UA variant...
The paladin is a capable secondary healer.
Also not a martial class.
The rogue is amazingly fun in play in 5E.
Given the right campaign emphasis, any class can be - class can even be irrelevant, with other RP considerations having more to do with the fun of the character. The 5e rogue is less marginal in combat than the AD&D rogue, and actually delivers on it's non-combat abilities better than it did with 'special' abilities in AD&D. It's about on par with the 3.x rogue, really. Maybe a little less stand-out, because the gap between proficient and non-proficient is narrower.
The monk is still a bit mad. It gets better as you level. You need a good Dex, Con, and Wisdom for a good monk. His best abilities come after level 6. He's sort of a watered down fighter prior to level 6. Once he gets going, he can be pretty tough and versatile. His mobility is second to none.
Also, (ironically, as an archetypal 'martial artist), not a purely martial class (supernatural Ki abilities).
I think it is one of the better balanced out of combat fighters due to backgrounds and the reduced ability of magic to do mundane tasks. Even the simple ability to climb well is useful in this game because a wizard doesn't want to waste a memorization slot or a spell slot on spider climb or fly in less than dire circumstances.
Not a false statement, but a misleading one. The fighter has /never/ been well-balanced out of combat. Among the best (top 2? top 3?) in a field of 5, all of which are bad, is really not saying much.
The fighter feels like he matters in this game because the caster no longer has the resources to deal with enemies, mundane obstacles, and the like alone. Limited number of spell slots making them very precious.
That's always been the story. Spells are a daily resource, whacking with a weapon or making checks are unlimited, so spells can be much more powerful. I know it looks, on paper, like 5e casters - relative to 3e or earlier casters - have fewer daily spell resources. But, they also can use those resources more efficiently. Neo-Vancian casting means that no slot is ever wasted due to an un-needed spell being memorized into it, for instance, and gives casters at-will spells to spam when slots aren't called for.
Lack of easy access to disposable magic items.
Relative lack of magic items doesn't exactly hurt casters - it makes their spell resources more valuable by contrast.
This is one of the first editions I've seen in a long time where you can build a Stealthy dex-based fighter that can move ahead with the rogue on scouting operations because he is no longer tied to heavy armor.
With 3.x/Pathfinder being the rest of the 'first' such editions. So, really, it's the second such edition - and, that, only in the sense of the semantics of the 'fighter' class label.