This is a very astute observation and I haven't considered it before, but having this does mean that bonuses like Advantage, extra damage on hit, and riders are just quicker to resolve and less difficult to compute. Its also a bit less powerful, which helps with balance (yes, interparty balance as well).
Thanks. It took me a fair while (and some conversations with other fans) to see it myself, but it was definitely a revelation.
Do you mean that having defenses that you hit with attack rolls is less powerful than saving throws? In general I agree (5e has been
light on ways to boost your saving throw DCs, but has begun to include some...), if that's what you meant.
That's an interesting take... essentially, the Fighter grew in power by becoming more people, not like a literal multiplying super power, but by essentially imposing their will on the world at multiple points through the action of their agents. While the Wizard player gets more power, the Fighter PC gets more characters to control...
Yep. These days, I think that fantasy is better-served by the Warlord (and yeah, I still think it deserves its own class), whereas the Fighter should get Deeds of Might and Guile that allow focused deviations from what is normally possible, because if you've made it to 10th level (or whatever) as a Fighter, you've stood toe-to-toe with dragons or beholders or the like
and survived. Whether by luck, superhuman grit, superlative skill, or sheer blind
tenacity, you've survived stuff that should've killed
greater men and women. By your very existence, you defy the rules of what should be possible.
(Of course there's a bunch of other things I'd do if I had the ability to write D&D 5.5: 40th Anniversary Edition, like making Rangers and Paladins spell-less and giving Rogues and Barbarians more nice things. But that's going way into the weeds of dreamland.)
These days?!? Pretty sure it's been like that for ages.
Yeah, I had the exact same thought. People have been min-maxing TTRPGs for literally as long as there have been TTRPGs. Min-maxing didn't always look the same as it does today, but it absolutely happened
at Gygax's table. It's why (frex) Charisma was a valued stat (hirelings, negotiating with the orcs so you didn't have to fight them, morale checks, etc.), because that was the gateway to all sorts of shenanigans. The Cleric was literally invented to
oppose Sir Fang being a bit too OP. Having just looked it up, apparently some of the Cleric's nature owes to the serendipitous choice of the vampire's model: Sir Fang was Christopher Lee from the Hammer Films vampire movies, and the Cleric was thus inspired by Peter Cushing's Van Helsing from those same movies.
So...yeah. Min-maxing, trying to squeeze the most power you can out of the options available to you...it's literally as old as Blackmoor, if not older. Munchkins have been with us as long as there's been D&D. People just get really sensitive about seeing methods or versions of it they don't like or aren't familiar with.