Fair!
I've been playing from launch and in my experience new players really want to play a funnel and I don't blame them. It's a super cool concept!
But in practice?
Players get to determine marching order of their four level 0 dudes. So 9/10 times, who survives? The guy they like the best at the safest part of the order. I mean, with that kind of result what's the point? Just roll up a decent 1st level character and let's get right into it, you know?
You're never having your monsters attack from the sides?
And again, the point of the funnel is much more than reducing the number of characters per player.
How do you roll up a level 1 character without using exactly the kind of crutches that foster the "ubermensch" mentality. It is an actual real issue that if you get to roll up your character like in 5E, it reinforces the belief you're simply better than everybody else.
D&D in particular makes a huge effort to separate you from actual real people as fast as possible. Many D&D gamers exhibit signs that they don't truly consider NPCs as valuable as PCs, that NPCs aren't individuals with personalities and histories just like the PCs. Not unless you have these NPCs sport a heap of levels to make it "worth" the players time to even interact with them. Again and again, I see how as soon as level 3, players stop listening to regular unleveled NPCs.
The funnel is a great way to change this perspective. Now you're this larger than life hero... but once you were
one of them. Now you can wrestle dragons but you know in your bones you could easily have died like a villager, or perhaps run away and stayed a villager for the rest of your life.
The funnel also reinforces the notion that life is precious, and that your hero's travels can come to an end at any moment. Better live in the here and now, and stop making those obnoxious plans for which feat you're going to select in 12 levels time, or dream about which +3 weapon you're going to equip as soon as you have amassed another 300,000 gold.
The funnel is EXCELLENT to start a Sword & Sorcery game precisely because of these reasons. S&S heroes live from one day to the next. They try to remain thankful for what fate have given them. They are acutely aware of the responsibility their heroic abilities place on them (if they don't handle the threat, nobody will and lots of people will die). They usually end up doing the right thing, even if they bitch mightily while doing it.
Again, I would caution against underestimating just how great the funnel is as a tool to turn players away from the D&D as war-as-sport mentality, or at least inoculate the players to last a while.
