Asisreo
Patron Badass
While I understand you're trying to illustrate your point, you're applying quantitative values to a qualitative position. And it's important because I disagree that fighters are 1's in areas other than combat. Sure, not as high as wizards on-average, but the fighter simply does have exploration/social abilities built into the class.It's possible to do this but shouldn't it then be:
Fighter
Combat 10
Exploration 1
Social 1
Wizard
Combat 5
Exploration 5
Social 5
But it's more like
Wizard
Combat 8 (some would argue 10 with the ability to do other things besides lower HP)
Exploration 8
Social 5
I won't try to enumerate them, but I'd say where the wizard is great at exploration, the fighter is decent. Decent enough to make it through an adventure by themselves (adjusting for resource management) and even gain the spotlight once or twice in exploration. Social-wise, I'd say they're okay. But I also wouldn't say Wizards are spectacular in combat without a very experienced and smart pilot.
Assuming this designer gets the core rules to work with, there really isn't as many tactical decision points in combat that I think you believe there to be.I wasn't talking about redesigning the Fighter here though, I was talking about a new mythic martial class with a mandate of 1-8 level = interesting tactical choices and variety of stuff to contribute to combat, not just decreasing HP + some social and /or exploration niche
First, remember that the game is not inherently grid-based. It's distance-based and grid-friendly, but there is the expectation first that you can play an entire campaign with no grid. So abilities that require complex tracking of grid information outside basic distance isn't really compatible. Like things that reference relative elevation.
There's conditions, but many martials have abilities that impose conditions from battlemasters to monks and even barbarians.
You can try to manipulate stats, but that also exists, but in a more simplified manner where rather than reducing strength, you can make a character have disadvantage to strength checks and saves. Not exactly the same, but the difference is intentional for the sake of simplicity.
Maybe you have a problem with the restrictive equipment catalog, which is a bit understandable but magic items greatly expand how equipment is considered. Such that a +0 dagger still has a decent use compared to a mundane greatsword on a strength fighter.