Many OSR systems (and the pre-3.x era D&D games) handle this by having different XP requirements for level advancement. I'm getting on board with this mentality.
A bit hard top do if you do milestones instead... Do you have to count 'kills' as the source of XP when in combat or you just give out chunk so even if a character just cowered during the whole fight they gain XP for it? Because I can't imagine a low level character being able to do jack squat in a game with no bounded accuracy so that sounds like you'd need to include low level scrubs for the low level characters to gain a chance to gain some combat XP.
but rather that the focus on making every class combat-compatible strips them of role-play value.
Why? Why is there always this false dichotomy that 'You can either be good at Role-play or be good at combat'. Why exactly is there a need for a trade off? Why can't a class be good at both?! You don't use both set of skills at the same time. There's no mechanical reason why a character with more Skills need to more feeble in combat and vice versa. There's no reason a Fighter can't be an expert at Persuasion, for exemple.
General game design philosophy - don't balance rules-based elements with things that are not rules-based.
Until D&D has robust and interesting rules for social challenges, you shouldn't weaken a class in other areas and say, "It is balanced by their social abilities."
What Umbran said...
Is a PC dies, the replacement comes in at first level regardless of the party's level.
That probably worked back in the days but in 5e it means that new character can't contribute as often over the course of an adventuring day because they have less ressources AND they're more fragile to high damage rolls. That seems less than ideal and needlessly punitive... but I guess it motivate people to do the whole 'inching forward with a ten foot pole' game style where you're afraid of everything. Seems too slow paced for me.
My group always has players advancing in levels at different rates, ignoring class abilities, and the like. Nor do I concern myself with 'balanced' encounters.
Seems like you kit bashed the game to your liking.
Not every GM will have access to gamers of the quality I have assembled after decades of vetting.
'Gamers' who don't like gamest elements in their game (do they even call it a game?) Also, not to be mean, and I'm sure that's not how you wanted to come off, but that sentence sounds suuuuper conceited and elitist. Dial it down a bit.
I disagree. While 5e has brought forth some incremental rules improvements, it has eliminated the role-play classes. For a game that is 40-odd years old, D&D is mired in poor planning and unoriginal thinking.
'Role-play class' eh... You know, when people complain that the Fighter doesn't get non-combat stuff, there's ALWAYS someone to go "Just role-play more!" so what is it? All classes can role-play to go beyond their rules or there's too many class abilities to be able to role-play? You can role-play from any class. Besides, there ARE role play classes: Backgrounds. That's where you can get that sweet sweet hook you're looking for... But there's still plenty of role playing hook to mine out of a class as simple as Fighter: Where did you train? Who trained you? What's the History of your Fighting tradition? Who did you train WITH? and Why?
Furthermore, if you want more role-play 'classes' I think the party roles from Acquisition Inc. can also fit the bill.
Well, you would need high Wisdom and charisma, for a start. Those are generally not preferred stats for those two classes.
So? Just invest in those stats, what's stopping you? You want role play or not?
I'm a big fan of "making the numbers come to life" as a basis for RP. Thus, no class is inherently more or less "combat focused" than any other. You get what you build.
Want a not-too-much combat focused bard (or rogue, cleric, sorcerer...)? Then build one and describe and play them appropriately.
Not sure why the rules ought to focus on anything more or less than what they do. The building blocks are all there, what you build with them is up to you.
Yup! I was considering making a Mastermind Rogue who spends most of his time doing their range Help Action. Maybe slinging a crossbow from time to time when the opportunity arise. Throw in the Inspiring Leader feat for some more support shenanigans and put all your expertise in CHA skills. Could be fun, even if you don't get to Sneak Attack all the time and sacrifice your DPS.