That's exactly the opposite of a well-designed class, in my mind. Bland, flavorless, and without any interesting "hooks."
Exactly. It doesn't limit you to one type of flavor or "hook" you into one mechanical subsystem (like, say, some specialized maneuvers). It just gives you more of some stuff (the stuff that's relevant to melee combat) than it does of some other stuff.
Except no, it's not. The AD&D editions gave the fighter things like soldiers and underlings and had them upgrade to things like Paladins, which became its own seperate class later on.
I don't recall any of our 2e fighters ever having followers or going to any other classes. It was all about those extra half attacks on the way to grandmastery and rolling high on your extreme strength to start. I don't think any of those other bits were really central to the class.
Fighter was also, to be fair, the most commonly available multiclass for the various demihumans, and the fighter/thieves and fighter/mages were quite common in those days (a dynamic that 3e lost, to some extent). But a straight up fighter was about as monolithic of an "I attack" machine as you could get. And without feats or skills, they didn't even have any advantages in the NWP arena IIRC.
Even using the same basic theme, a 3rd Edition fighter is not mechanically sound enough to compare, and this is largely because of the generic design you're advocating: without something specific to design toward, a class becomes 'throw everything that sounds good, don't bother to make sure it works.'.
Well, we're pretty sure it works now.
But then you begin to dilute the game enough that you might as well play a system that better supports that style of play. D&D is a square peg. There's nothing wrong with a square peg and a round hole, but you'll have more luck if you find a round peg.
I get old school. People who don't want to change anything because they like the D&D game they grew up with. It's not me, but it makes sense.
What I don't get is how people can somehow reconcile adding in elements that are
completely antithetical to old school D&D (including class-specific maneuvers/powers/etc. for the fighter, resource limitations on the same, martial healing, martial mind control), but when faced with the possibility of other less radical and more parsimonious changes, cry out that D&D is a special snowflake, not a general fantasy rpg, and it can't ever change. The amount of cognitive dissonance inherent in that perspective is mind-boggling to me.
I think it's better to start with something mechanically sound and adjust it based on feedback than it is to start with something in extremely dire need of repairs and patch it up--at least for the core, the basic martial class. Experimental or 'concept' classes can work, but starting with a failed concept and improving it seems backwards to me.
Indeed. And that's what I'm saying. Each mechanical system (skills, the combat rules, health and healing, magic, etc.) should be built in its entirely, be thoroughly tested and be functional across a broad range of applications, completely independent of any particular class. Specific character building rules like classes are simply not inherent to d20 or D&D at large.
To the extent that the fighter in its various incarnations has problems, it is simply symptomatic of bigger system issues. The lack of active defense, the limitations of an outmoded health system, the lack of granularity and the linear advancement. Those things are there for all the classes (in all the editions), but they look worse in fighters because there are no separate exception-based mechanics (like spells or powers) being employed to paper over those deficiencies. I'm far more interested in improving the system than I am in covering my ears and pretending like everything's fine.
All that being said, if I were playing a new 3e game today (or 2e or earlier game), I'd take a fighter any day. It may show D&D's warts, but if I'm playing D&D, I might as well accept them. And it's a better class than most.