You should at least be involved and useful enough that the game holds your attention. If you're presistently useless, then yes, that is bad design. And I'm not sure what you mean about 'game of skill' here. I'm not saying that all player choices are right, I'm saying that no class should be useless. If the Fighter is useless, then it's badly designed. If it's badly designed, then why should I pay WOTC for a new edition of the game when I have imperfectly good prior editions?
It's a fighter. If you're not fighting (which sometimes you're not in D&D) its usefulness should be optional at best. If you are fighting, you should be useful much of the time, but occasionally not. That's not bad design, that's delivering on what the character promises.
In a game example, if you're faced with an arcane puzzle, your wizard or bard should be the one handling it, and your fighter and barbarian should be twiddling their thumbs (barring rare exceptions wherein the martial character has some off-type ability; anything's possible). If you don't have any smart characters with magical knowledge and you face an arcane puzzle, your party should be fairly helpless. Again, that's not a fault of the game; that's it doing what it's supposed to do: describing what your character is in mechanical terms. The same applies to combat, of course. If you're sneak attacked by goblin assassins and all you've got are a bunch of generalist wizards resting and recovering spells, it probably won't (and shouldn't) end well.
But I'm not sure what you're getting at here. The 3rd, and 3.5th edition Fighter class is consistently among the worst-performing classes in the game.
I assume you're referring to its stereotypically low Charisma and lack of Perform as a class skill? In terms of building an effective melee combatant, it's quite effective (the first few levels before you multiclass and hit prestige classes are, anyway). Fighters are significantly better at fighting than the other martial classes (and they smoke most of the summoned creatures/pets/buffed casters, contrary to the occasional naysayer).
Again, the only version of the fighter where 'lack of unique options' was a core conceit was 3rd Edition
And all the other editions before it, wherein various bonus attacks and bonuses to THCAC0 and higher strength were the (non-unique) things it was based around. I don't remember there being a maneuver system of any sort in AD&D. To be fair, the kits probably did bring unique things to the table, but the original fighter class is basically a really good version of the 3e fighter but without the feats.
keterys said:
I think the 3e fighter is an awful class. It's little more than a point-buy fill in, but done poorly, with poor skill access, no abilities outside a niche, very little access to anything anyone else can get, abilities dwarfed by most other classes, a _ton_ of ability to shoot himself in the foot with bad choices, and almost no flavor whatsoever.
I happen to think the 4e fighter is an awful class. It's little more than a reskinned spellcaster, but done poorly, with flavorless powers that occasionally violate common sense, little access to anything worthwhile, abilities dwarfed by most of the other editions versions, no meaningful choices, and it leaves a bad taste in my mouth.
Uh, let's meet in the middle...
I'd rather have d20 Modern class design than the 3e fighter.
Well, okay. I'm lukewarm on the ability based classes, but the overall basic-advanced-prestige paradigm and the relative flexibility of the classes is nice. Not much niche protection and arbitrary limitation there.
Plus dead levels and math problems (there's a reason people stopped taking the class at level 4!), though you do concede those.
Of course; the first two or perhaps even four levels of fighter are very good, after that the dead levels become a problem. But that's largely irrelevant. Given the proliferation of prestige classes (like them or dislike them), a 3e "fighter" will not normally stay single-classed beyond that point anyway, nor will most of the other core classes. And those bonus feats are indeed very useful in terms of prestige class prereqs. In essence, it
is the d20 Modern approach; start out with one generic class and move to a specialized one.
Of course, filling in those dead levels with some handy bonuses and changing nothing else (as PF did) is a perfectly viable solution of getting rid of the prestige classes and fixing some of those issues. To fix the math, we'd probably have to add more saves or save progressions, active defense mechanics, new health systems, something that gets us out of the existing D&D paradigm of how combat works (something that neither 4e or 5e seem keen on doing). That being said, it can be patched up pretty well.