Manbearcat
Legend
It isn't an absolute, but the 4e concept of class design is a big step towards "sameness". It's not at the point where everyone has the same mechanics and you just describe them differently, but it's closer to that by far than any other version of D&D, and that's jarring. The merits of that step are what we're discussing.
I don't agree with the other portions of the post (the applicability of each of those various mediums to the dynamics of TTRPGing) but I doubt we would make much headway debating that. However, this bit here, is pretty demonstrably just wrong, and glaringly so. In fact, I would say you have the situation inverted and I think you're lack of experience with the ruleset is showing.
AD&D Fighters wanted to be defenders but really didn't have much in the way of class tools to do so (get in melee and force enemies to either use withdraw or eat an attack; which was very punitive). Shoot with a bow at range, charge and get a flurry or stand and duke it out. There was no intra-class resources or tools to deploy that could control a melee or dictate target acquisition or skirmish. 3.x was pretty much the same with a few odd builds that provided control (trip/reach builds). They were damage machines but they pretty much played the same.
AD&D Thieves wanted to get a backstab off (if you were lucky) and avoid making yourself a target if at all possible. They had no real abilities to play an intra-combat skirmisher or stealthy lurker that could reliably refresh their big payload ability. 3.x turned them into dual wielding ginsu machines that just wanted to flank with folks or create builds that would nova ridiculously (and give a stray, on-demand FF opponent).
AD&D Clerics and Wizards were not terribly far from what they today, save for the fact that being in melee in 3.x and 4e isn't in the same stratosphere of punitive for Wizards and they have a thousand and one tools to stay out of it.
In 4e Fighters are damage machines but they have tons of passive and active melee control abilities. They can be built as mobile skirmishers or berserkers or brawlers or indestructible sword and board myrmidons. They can be stance-driven, burst/multi-attack driven, charge-driven, mobility driven, immediate action-driven or single target damage-driven. Regardless of that secondary build focus, they will all be enormously stout, have huge melee control and target acquisition abilities, and big time damage. The default of 4e Fighters has huge differences from the default of other 4e Defenders (Paladin, Swordmage, Warden), let alone the different styles of play between Fighter builds. More than that, a Fighter does even come close to looking like or playing anything like a Rogue, a Cleric or a Wizard. They are further from each other, in play, in 4e than they have ever been in the history of D&D.
In 4e Rogues can be built as swashbuckling duelists with ridiculous mobility and status effect induction, lurkers who move from shadow to shadow while delivering huge damage payload, or thugs who slug it out in melee. This class plays enormously different from a Defender, a Controller, a Leader and it has huge variance in playstyle with respect to other Strikers (Avenger, Barbarian, etc). You can build a skirmisher Rogue who is similar in some respects to skirmisher Ranger builds but there is so much variance within the builds of both of those classes that its not an issue.
Clerics? Hugely different than Warlords. Forget about the rest of the roles.
Wizards? Hugely different than Druids. Forget about the rest of the roles.
With Feats, Rituals, Martial Practices, various features/feats/powers with Skills as prereqs, Themes; the out of combat functionality disparity has plenty of variance as well.
A Mariner themed, Aerialist/Artful Dodger/Duelist Rogue with Ritual training is a world away from an Explorer themed, Shadow Rogue with Martial Practice training. And the latter is a world away still from a Ranger.
People look at AEDU and that resource scheme veneer creates the potential for an extraordinary misconception about how the game plays. A misconception that only actual experience can correct; if you're not willing to take the word of the people who play the ruleset that is.
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