I hear a lot about these theoretical players but only meet ones that either improvise and do 'cool things' with most of there characters or ones that don't. I have never seen someone go from champion to battlemaster (or rune knight to bladesinger) and get less creative.
The ones I know
don't play the more complex options, exactly because they feel stifled by them.
I am not saying you never met them, but I xan't believe they are as common as some make it sound.
I never played that D&D so I don't know
that is not my experience at all
now you know what could help them remember they can do those things and help the DM rule on trying them... giving the fighter cool special abilities.
Except then the players I'm talking about won't want to play 5e at all, because the experience they want isn't even an option anymore.
And like...the most popular character is standard human champion fighter. That's for a reason.
Now giving a little more explicit "permission" to improvise with skills and physical actions in the PHB, and maybe giving the fighter special "success" levers like "x/day when you make an ability check and it fails, you can instead choose to succeed", could certainly help. Or, "you gain inspiration any time you improvise an action and it succeeds. If you make an ability check, including improvised actions, and it fails, you can try to use that failure to push an ally toward success or hinder an enemy."
But a list of distinct powers? No. That belongs in optional variant features and subclasses, when it comes to the martial classes.
not great, backwards. Now you have the creative guy who can improvise with a fighter getting not just the quick thinking improv but also all the spells
this is where the experienced tables I play at fall. 3-7 players and 1-2 DMs and everyone can and does come up with creative ways to use things, and we always find the best way to have the most options to be creative is to have casters... so we end up with parties that at our largest (I can remember right now) was 3 wizards, 2 clerics, 2 warlocks, and an artificer... two of the 3 wizards did multi class and so did one of the warlocks
Over twenty years and 4 editions (2nd to 5th), I've consistently seen most players improvise less with spells than with skills. Tables that just don't even play martials because spells are always "the correct answer", I don't think I've ever seen, in that time.
it's boreing to you maybe, but to my group it would free up concepts we just skip now to avoide being a drain on the party.
It's boring to enough people that champion fighter is vastly more popular than any wizard. Not just me.
And your group should get optional variants power systems for martials just like other tables should get a dead simple all at-will warlock variant.
But all of the above is why it's probably good that we are getting a wave of new 5e variants to add to the LevelUps and the setting specific 5e-based games. One game is going to have a hard time accommodating your group and mine.
Even in 4e, which we loved, casters could create walls of elemental damage that lasted until the end of the encounter, or create shadow doubles of themselves, or balls of fire that rolled around and did damage to anything they touched and set it on fire, or melded with a creature's shadow and rode it around for multiple rounds, or teleported or flew tactically meaningful distances. The Martial classes could hit things more times, hit more things, impose a condition on a hit, force a target to move one way or another, or to focus on the PC or to ignore them, etc.
And that difference
has to be there, for martial characters to
be martial characters.