Lanefan
Victoria Rules
So instead of those rules being optional, should we be lobbying for them to be made core?Ah, yes. Optional rules, and things that can apply to anyone and thus must be portioned out with a bias toward non-casters. Gotta love when the stuff that makes non-casters rise to the occasion is something a lot of groups will completely ignore or which push the DM to play favorites, while the stuff that does that for casters is hard-coded into their class structure and work perfectly fine unless the DM is actively antagonistic. Really emphasizes just how much these classes are peers, dunnit?
For real though, I hope you can see how this answer is not satisfactory. It is an admission that casters have a built-in advantage, which must then be counteracted by either inserting wholly optional rules, or by having the DM actively work against the game's design, showing favor to one side in order to level the playing field.
We should design a game that is agnostic about playstyle and make rules for it that (as far as practical) do serve all parties well.Should we design a game that is a natural fit for the most common approach, while still offering well-structured methods for the stuff that isn't as popular?
Or should we design a game that is totally agnostic about playstyle, trying to pretend that vague, noncommittal rules will serve all parties well?
Often that serving-all-parties-well piece requires loosening the constraints a bit. A hard-coded rule-for-everything system simply cannot cater to as many playstyles as a looser each-DM-does-it-a-bit-differently system; and after trying the former with 3e and 4e WotC learned this lesson and loosened things up for 5e. Results: a) a system that, while it certainly needs some tweaking, works well enough to be good enough and b) roaring success in the marketplace.
While this sounds good, it seems to run counter to your not-exactly-supportive remarks just above re optional rules; given that all of these "tools and advice" pieces would fall under the optional rules umbrella.The latter certainly serves all tastes equally, but it does so by being equally unhelpful. I would much, much rather a game commit to a particular set of design goals, while recognizing that those goals are not universal and thus offering tools and advice for moving in other directions. That's why I support novice levels, and both tools and advice for wandering monster tables, and a section on hex-grid mapping, etc., even though none of those things have any direct utility for me. They have indirect utility, because they support tastes that are not mine, but that are both traditional and appreciated today.