Because magic has traditionally been useless in combat right?
What is a combat-focused mage but, essentially, a fighter with a different approach to combat?
I think the argument that most martial classes are essentially fighter variants is a powerful one, and I think it's a good argument for archetypes, builds, trees or what have you to allow people to turn the basic martial package into the martial "class" they want to play.
I'll tend to agree with this. However there has to be a trade-off. Like I said, the base fighter - again, using your metrics - should be 100/0/0, and modifications to gain other things (be it through multiclassing or packages or whatever you want to call them) lose something from that "100" and put it elsewhere.
I hate multiclassing. It requires extreme system mastery and is generally an excuse to make poorly thought-out classes(which I would consider any class that is only good in one area).
It doesn't have to. You seem to be arguing against one particular take on multiclassing. I'll agree that 3.5 multiclassing did encourage extreme system mastery, but it doesn't have to be that way.
Not to mention, having a fighter only fight is just plain BORING. You're basically encouraging players to walk away from the table when they're not in their element. I do not want to see players encouraged to walk away from the table because their character is useless at everything but fighting/skilling/socializing.
You seem really insistent on the idea of class as a strait-jacket. That baffles me.
If you view classes as things you invest in, rather than as things that define you, your issue goes away. If you want to be all gung-ho about combat, just be a fighter - chances are good you weren't going to be interested in the other aspects anyway, if you do that.
Now you've stopped listening and are reading what you think I said and not what I actually said.
You need to chill, man.
I'm sorry if I misread what you wrote, but you don't need to be a prick about it. It's not my intent here to misinterpret and argue with strawmen.
However, no class should be completely cut out from a given element of the game, because that means a player is cut out from a given element of the game.
This only matters if you view class as a strait-jacket. I'd argue that it shouldn't be as such.
Every class and therefore every player should be able to contribute to all aspects of the game. They shouldn't all be equally good at everything, but they should have something to bring to the table. Fighter has high Intimidate, Rogue has high diplomacy. Wizard has high Knowledge. By these skills combined the party is powerful.
I can see where you are coming from, but this still just seems unnecessary and muddies the waters a lot between classes.
No. Just, no. That is quite frankly not the D&D I'm interested in, in fact it doesn't even sound like D&D.
Funny. Sounds a lot like 3.5 to me.
You know what Pathfinder fixed about 3.5's multiclassing? You don't need it. Most brilliant decision it could ever have made. You shouldn't need to have extreme system mastery(which is what multiclassing requires) in order to function normally. You are right that we're not playing "a fighter", we're playing a person who likes to fight. That person however can do a lot more than just fight. To not represent this and instead make classes into extreme charactachures is just plain...bad.
Again, you seem to be assuming a rather specific take on multiclassing and what it means to take levels in a class.
Classes are archetypes. Archetypes basically are charicatures, at their most basic level. I don't see anything wrong with this sort of take on them.
I really can't do anything other than facepalm at this statement. It says so much about what you think of classes and class design.
Here, let me put it out in the open for you: I hate classes. I think they are utterly ridiculous strait-jackets, even as open as they can be when you involve multiclassing and themes and all these other fiddly bits DDN seems to be introducing. Mechanically-convenient packages, yes, but their existence is unnecessary and, in my mind, conceptually-limiting for players of the game.
However, D&D has them, and they're not going away. I'm sorry that we know next to nothing about the assassin, but it seems a reasonable place to put the face-stabbing aspects of the rogue.
Why? Why is it so hard to believe that two people who lived and trained differently fight differently? What part of that "doesn't make sense"? Wizards cast magic because they trained in it. Fighters wield swords because they train in it. If we're playing well-rounded characters, why should a fighter be useless at anything other than fighting? Real people don't act like that. To be any use in any game, most people would have to be fighter1/rogue1/something 1 and that's just silly. It's indicative of bad game design.
Why are we assuming well-rounded characters? That seems to be silly - why should we assume that people want to play characters capable in multiple areas? It's easier to make the baseline assumption that a class is good at X, and next to useless at anything else. Make multiclassing clean, simple, and effective, and then you can build characters that have a variety of good at X, by taking differing number of levels in the class.
You don't ask the English major questions about Physics. You don't ask the Philosophy major questions about Computer Science. When you focus on something, you sacrifice the ability to focus on other things. If you want well-rounded, you give up mastery. The fighter who has been a fighter all his life will deal with combat situations like nothing, but will have little ability elsewhere because
he has spent all his time training to learn how to fight. If you want to expand outside of fighting, you invest in a class other than fighter.