Huh? This sentence is not too clear to me. Is "they" the players or the designers?
At any rate, I haven't touched much on this point, but since you bring up archetypes, have you ever considered that the archetype itself (not just the implementation itself) is just not as popular? I mean making it more appealing on a power/contribution basis and making it broader would make it more appealing, but without making the druid clearly preferable to otehr classes, are they ever going to be as popular as fighters as wizards or rogues? I don't think so.
R:Actually, that is exactly what I was saying. I got that from your earlier post, and I agree. And I'm saying that if the class isn't popular because of the 'fluff' surrounding it, they should change the fluff, 'broaden' it as you put it.
I don't think I have ever said anything contrary to that trivial conclusion.
I don't think I have said that either. In fact, I said it is premature to conclude that has happened, in a post that you were specifically responding too (not some "other post" you didn't read, which you flagged me on.)
R:That quote came in the context of your claim that giving a class greater mechanical balances in order to increase its popularity could only overpower the class. Your assumption seemed to be that it was only the druid's archetype which was at fault. I think is weak on a number of levels in overcoming challenges that actually provide xp/gp under the core rules.
My concern is the philosophy being espoused here. If the druids role is stengthened to to 100% on par with all other classes in the dungeon, and it has a stronger role out of the dungeon, then it is too much for any campaign that is not predominantly about the dungeon.
Not saying they did that, but people have cited a design philosophy similar to this, and I am just pointing out that designing just around the dungeon is suboptimal.
The designers DO have to make a call as to how strong a role a character class should be given where. That criteria won't fit all campaigns perfectly, and I can't state for certain what the "right" criterion is, but "it's all about the dungeon" is the wrong one.
R:I wasn't saying utiltiy shouldn't be given 0 consideration, but, yes, the druid should by 95-100% as effective in overcoming monsters in the dungeion. Utility in the outdoors is simply not that great of an advantage in most campaigns, and in my experience is little more than fluff. It rarely impacts PC survival or resources in any serious way.
I think that utility is not worth ignoring, otherwise we would make rogues just as good as fighters in combat. That said, I don't think that there is a big dichotomy here. The druid is more potent both in and out of combat in the outdoors.
R:I see very little that gives it much of an advantage in combat, even in the outdoors. Rogues off course have sneak attack, the option of bonus feats, etc...but i digress...
I consider this such an insignificant point that I won't debate it any more. I'll just stand on the notion that unless you do something drastically wrong balance, there is not much impact from an individual class on the sales or participation of a game. The differences we are speaking about here simply aren't on that scale.