I also value character customizability highly. Meaning, I do not like hard baked classes that do not allow for multiple roles and styles. The more a class is hard locked in an intended role, the less I'm going to like that game. Especially, if that class can only be a defender or striker, but not move between those examples.
What does that
mean though? For real. What is being "hard baked"/"hard locked"/lacking "multiple roles and styles"?
Because, for example, the 5e Fighter cannot choose
not to be good at defense. I mean, unless you literally just break your character, but anyone in any edition can do that so I assume you have excluded that path. The Cleric cannot choose
not to be a great healer, the spells are always there, they can only ignore them, not actually cut them out.
So, what actually makes something "hard locked"? Does drifting count? Do subclasses/builds count? If you take a feat and an item and some DM elbow grease, does that count? What
is it that makes "multiple roles and styles"?
3E had a lot of faults, but its custom character building was definitely a strength for me.
Surprising, since 3e has by far the most degenerate solutions and dominant strategies of all D&D games. You are hard-locked invisibly, especially if you want to play a character that doesn't use spells.
Building an actually functional Fighter or Barbarian sucks, and almost always makes you a debilitatingly over-specialized one-trick-pony (or should I say one-
trip-pony? I'm so punny.)
To reinvent the wheel in my own mind and have a little fun, here is my list of roles;
- Combatant - Strong in battle in both taking and dealing damage. Keeps team alive.
- Guide - Aids their compatriots in and out of battle, makes the team stronger.
- Director - Manipulates the situation in favor of the party in any pillar.
- Allure - Silvered tongue social operator and inspiration for the party.
It seems to me that you want the game to actually break the pillars entirely. No more pillars. Because otherwise, you are saying people must be forced to choose to be good at only one of the things the game or mediocre at all of them.
Unless, of course, you play a spellcaster. Then you can be a full time Combatant/Guide/Director/Allure if you feel like it. Or you can let the caddies have some fun in the Combatant space while trivializing everything else because the "Director" role means being good at everything. (The perennial problem of the jack of all trades: how to sail between the Scylla of "good at nothing" and the Charybdis of "great at everything." The 3e Bard fell into the former most of the time. The Wizard, as always, has sailed straight into the latter unless the GM actively plays favorites.)