D&D 5E 2024 D&D is 2014 D&D with 4E sprinkled on top

That's all good and fine, but it does mean "compatibility" is being used only in a pretty loose sense, wouldn't you agree?
No. At least not any more loosely than any game (D&D) that I play at the table compared to that which is published by WotC. Heck, simple name changes have gotten around WotC IP for years. I know I have purchased more than a few "serpent people" in my time. I don't think that has affected compatibility one bit.
 

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Barbarians don't get so angry they can fly. Wild Heart Barbarians can fly when they Rage, but they are descrived like this: "These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might."

So right in the description they tell you that it is not mundane. Fighters can also fly, either the Eldritch Knight with a Fly spell or the Psi Warrior using his Psionic Power, both not mundane.
But notice: it refers to "magical" means to communicate with animals because that is expressed as a spell ("You can cast the Beast Sense and Speak with Animals spells but only as Rituals.") Then it refers to the beyond-mortal-limits effects you can achieve with Rage, and calls them "supernatural might", NOT "magic." There's a very good reason for that: some forms of beyond-mundane power are not "magic".

Which, y'know, has kinda been my whole argument all along. That Fighters (and Rogues, and Barbarians, and Warlords, and...) can be supernatural without being "magic." Because "magic" means something too specific within the structures of D&D. "Magic" does not describe the beyond-mundane things a Fighter would do, unless that Fighter is specifically one of a handful of subclasses that explicitly use magic, e.g. Eldritch Knight.

If we cannot shift the Wizard down at all ever no matter what, then the Fighter(/Rogue/etc.) needs to be shifted up to compensate. That doesn't mean turning every single Fighter(/etc.) into Superman; that's a pretty blatant strawman argument here. But it does mean that there is both valid room (supernatural things that explicitly are not "magic") and warranted complaint (spellcasters simply have superior access to controlling the game's direction, and the party's success rates) that could be addressed thereby.
 

No. At least not any more loosely than any game (D&D) that I play at the table compared to that which is published by WotC. Heck, simple name changes have gotten around WotC IP for years. I know I have purchased more than a few "serpent people" in my time. I don't think that has affected compatibility one bit.
Then "compatibility" means something a hell of a lot stronger when I use it than when you do. "Compatibility", to me, means that you need do nothing, or very nearly nothing, and the work in question can freely use any parts from the official rules that it likes as starting points for its own content.

What you're talking about, to my eyes, sounds like (for example) what Drop Dead Studios has done with its Spheres of Power and Spheres of Might rules. They start from the most basal fundamental rules...as in, what "attack rolls" are and such...and then build an entirely different system on top that may or may not have any proper compatibility. The GM running said content has to figure out for themselves whether any given piece plays nicely with any other piece, and has to do a lot of translating, comparing, and (occasionally) retooling/reworking to ensure that the alternate system and baseline system actually work together.

It would be like saying that USB-C is compatible with USB-A, you just need an adapter for it. At least as far as I was aware, most people who say two plugs are "compatible" mean you can...y'know, actually plug in a connector of one type into a socket of the other type. The need for an adapter is, itself, what makes it not "compatible" in that sense, but rather, well, "adaptable."

So if you mean that these things can be adapted to be used with actual 4e, I mean sure I guess? But anything can be adapted. It's just a matter of how hard you have to work. A "mostly already adapted" thing is still a pretty long ways away from being actually plug-and-play.
 

It's an option, but I was expecting folks to think a Harry Potter style spellcaster for simplicity. But perhaps my "Mage" concept could actually integrate a religious approach to spellcasting as a subclass? 5.5e presents subclasses in kinda sorta matched pairs, so one bent towards gods and healing, and another bent towards devils or demons and blasting, could be quite appropriate. Then you could have the other two being mystical (more utility, less offensive oomph) vs mighty (the aforementioned attacker subclass with EA at level 6).

This is actually shaping up surprisingly well. I might need to take a crack at actually designing something here soon...
I always encourage designing your own thing. It is a good exercise, IMO, even if you never actually use it. I hope to get around to my 5e hybrid that incorporates some more 4e isms at some point, but I have been saying that for years. If I do, I plan to have only 4 classes (I think) and handle most everything through subclasses. So you have:

Warrior (Simple Martial)
  • Fighter
  • Barbarian
Expert (Complex Martial)
  • Rogue
  • Ranger
Spiritualist* (Simple Magic User)
  • Cleric
  • Warlock
Arcanist (Complex Magic User)
  • Wizard
  • Alchemist / Artificer
I haven't decided where to place Bards and Monks yet. Paladins and Druids would be types of Cleric (I think). Sorcerers and Psions are a background that one can lean in different directions depending on class and feat selection.

*may need a different name.

PS - I haven't decided if the marshall / warlord is a separate subclass or a combination of background, class/subclass, and feats.
 
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Then "compatibility" means something a hell of a lot stronger when I use it than when you do. "Compatibility", to me, means that you need do nothing, or very nearly nothing, and the work in question can freely use any parts from the official rules that it likes as starting points for its own content.
Yay, to my eye that is copying, not compatibility. I definitely have a broader definition than you do!
What you're talking about, to my eyes, sounds like (for example) what Drop Dead Studios has done with its Spheres of Power and Spheres of Might rules.
It has been a long time since I have looked at what they did.
They start from the most basal fundamental rules...as in, what "attack rolls" are and such...and then build an entirely different system on top that may or may not have any proper compatibility. The GM running said content has to figure out for themselves whether any given piece plays nicely with any other piece, and has to do a lot of translating, comparing, and (occasionally) retooling/reworking to ensure that the alternate system and baseline system actually work together.
No that seems like a bridge to far, based on your description, but I would have to look at it again more closely. Ideally compatibility is more like any 3PP 5e product (LevelUp, TotV, etc.) and 5e24 are to 5e14.
It would be like saying that USB-C is compatible with USB-A, you just need an adapter for it. At least as far as I was aware, most people who say two plugs are "compatible" mean you can...y'know, actually plug in a connector of one type into a socket of the other type. The need for an adapter is, itself, what makes it not "compatible" in that sense, but rather, well, "adaptable."
I don't think this is a good analogy. An "adaptor" can be an incredibly simple approach to still can achieve "compatability" in my view, but it could be something that breaks compatibility too. Take an EV charging station. Most have an adaptor for Teslas and a CCS1 for most other electric cars. You just pull your car up and plug in, easy and compatible. However, there are some electric cars that use neither a Tesla charger nor the standard CCS1. They either can't plug in to those stations (not compatible) or need to add another adaptor (more complex compatibility).
So if you mean that these things can be adapted to be used with actual 4e, I mean sure I guess? But anything can be adapted. It's just a matter of how hard you have to work. A "mostly already adapted" thing is still a pretty long ways away from being actually plug-and-play.
Yes, it depends on what you want, need, and expect. For me, the baseline assumption is that their is some level of adapting done at the table. I never play D&D without house rules / homebrew beyond a session or two. That was the case with 1e, 4e, and 5e. I assume there has to be some adaptation / translation from the published to what I play at the table. So that adaptability is a baseline for me. Simple "plug-and-play," as you seem to be describing it, is never an option for me. That would not be D&D from my viewpoint.
 

Also explains why, in 10 years of 5e D&D, I've still yet to see a single classed fighter beyond, say 5th level. Not once. Always paired up with caster classes. I dunno who is playing all these fighters but it sure isn't the groups that I play with.
My group has 3 fighters, two rogues, and a wizard. All at level 15, all single classed. I can't speak for others, but my group is having a blast!
 

[Citation needed]

Fighter was consistently the top favorite defender, and only challenged for favorite class in general by, you guessed it, Warlord.
I think you answered your own question. @Zardnaar said it was a better "defender" than fighter (which I think they mean "striker" in 4e terms). I personally was happy to see the Slayer in essentials that provided a "striker" fighter type. Really the ranger was your martial (aka fighter) "striker" in 4e. People just get hung up on names. Though, IIRC, the ranger relied on doing multiple attacks to get its max DPR and I did want a single attack DPR leading martial. That is where the slayer eventually came in.
 


I think you answered your own question. @Zardnaar said it was a better "defender" than fighter (which I think they mean "striker" in 4e terms). I personally was happy to see the Slayer in essentials that provided a "striker" fighter type. Really the ranger was your martial (aka fighter) "striker" in 4e. People just get hung up on names. Though, IIRC, the ranger relied on doing multiple attacks to get its max DPR and I did want a single attack DPR leading martial. That is where the slayer eventually came in.
The other issue was that all the weapon based strikers ended up pigeonholed into specific weapons. Rangers were dual weild or bows. Rogues were finesse weapons and crossbows. Barbarian was 2 handed. The Slayer was a striker not tied to a specific subset of weapons, at least at first. (If they allowed rangers to use great swords with their powers at any point, it was after I left).
 


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