Game development occurs before release. After that, you get minor adjustments or whatever, usually 2 or 3 years (maybe a bit later but rarely) after release. This is the late development phase where the designers will make an update to the game to reflect what is done out there. Note that computer games are way faster on updates. So yep, the Hex is late.
nope sorry I just outright disagree with your whole mentality.
something made a launch is made to begin with. SOmething made 4-6 years in to a 10+ year life span just isn't 'late' it is mid at best... and again if 2024 DOESN'T do a .5 or 6e (and I hope it does) it could be EARLY if they go 5 more years after that before 6e. (6 years into a 15 year life span is early... 7-8 years aka now is mid point)
You conveniently stop the comparison at level 10. Why stop there. Go to 20th.
why stop at the part of the game that most people play to?
why talk about the first half the game?
simple even if you are right and a 20th level fighter is equal to a 20th level war cleric or sword/valor bard or hexblade (and I don't believe it is) that doesn't make the first 10 levels fair when those classes out shine them.
tbh a 20th level fighter with all his feats, class and subclass features (2 action surges, 3 indomitables 4 attacks) BUT only have 10HD (so basicly taking every thing a scunching it down) and the prof of a 10th level character would be ABOUT equal to an optimized melee caster. IMO
In standard games yes. In gritty reality games, not so easy.
I ran 2 'gritty' games. 1 I made short rest require 8 hours of rest with food and water, and required 1 week in a safe place (base, town ect) with food water and recreational activities that didn't count as downtime and 1 I made the short rest as above but the long rest was 2 days with food/water/safty... neither of these effected ranged vs melee (but I will say the second one had casters and it DID curtail them.
That same manticore attacks 3 times with tail spikes.
okay I did miss read the multi attack that is my bad (like I said I don't memorize stats)
The 3rd level wizard might be downed with 3 hits as early as round 1.
could be... if you hit with all three. then again a 3rd level wizard crit by a big brute in melee can do that too... it happens just not all that often
The cleric/healer might go down in 2 rounds.
except you are not at 3 round (1 for wizard 2 for cleric...) and I can't imagine any of my group (maybe we just play too well or too high power...see name) takeing 3 rounds to drop a manticore with 60ish hp. that would mean the party is on average doing less then 20pts per round. I mean it's possible, but it would be a bad day.
One of which will be when the manticore attacks out of the range of most cantrips.
not all cantrips, and not any bows... and that is if no one can close the distance.
The rogue can sneak of course. But once combat is on, it is not easy to use sneak attack damage
in the years of 5e (and even most of 4e and a good portion of 3e not withstanding things immune to it) I have not seen many fights that rogues can't set up SA at least a few times per combat. in 5e it is crazy easy with ranged attacks (as long as not at max range for disadvantage) its called Aim. It is a bonus action that also uses your move (I think only mechanic that uses both) and you get advantage on the attack.
A weapon of warning? You have a magician mart?
who needs a magic mart? I didn't even have many items for sale (outside of what I imagine people who are not adventurers would make/sell) in 3e so I sure as heck am not in 5e...
Iwill say 1 DM I play under (about 1 in 3 campains) has a long running (back to 2e) tradition of having hidden magical societies that do sell items (sometimes its a plane thing, sometimes it's a black market it is always diffrent) and we almost always find it when we hit level 7-10... it is fun sometimes to find an item we want, then have to quest for what they want for it... My warlock wanted the staff of the Maji and had to get like 3 rare items and 50,000gp... funny thing is that the DM also rolled for random treasure and got me a robe of magic so I had like the 2 most powerful items in the game (and a 26 cha by the end)...
in 3.5 that same DM was big on magic mart/mages building items for you, so we did abuse that (might be part of what burnt us out of it) for like the last few years of 3.5 we always had belts of magnificencs and we had MORE then 1 belt +6 that was also a belt of healing AND a Belt of battle... that was so broken. Funny thing though, most times a wizard cleric or druid well made with much fewer items could run circles around non casters even with the most broken belt ever...
Alert feat? Why take that? Surprise is relatively rare already
because you keep talking like every fight IS surprise ambushes by your monsters. (I have DMed for people with alert feats, but tbh the only time a weapon of warning came up that I remember is in an adventure it was in)
and we do side initiative. Way faster and much more interesting.
I don't know what side initaitve is... does that mean you roll the best PC and all act on that then roll best monster and all act on that... cause I would NOT want all my pcs acting togather, anytime they won intiaitve I am sure they would make short work of my monsters (even if they don't kill them all they would hurt/kill enough that my return fire would be very weakened) I already throw what the book calls deadly encounters (level+4) and have few deaths or even major setbacks... no thanks.
It means that some feats become useless and/or less usable but I (my players included) do not mind.
wait... aren't you one of the people (and I am really asking because I confuse posters all the time when they take similar but not the same stance) that says the 2 extra feats over 20 levels (1 over 10 levels and 0 over 10 if the non fighter race gives it) is a balance point for fighters!?! if so how can nerfing feats help?