I imagine that in most games, casters are strong, but not pushing boundaries. Just going from my AL experience, players like damage, so most spells are ones that deal damage as opposed to hard crowd control effects; so everything synergizes. The Wizard fireballs a group, weakens them, the warrior types finish them off, everyone is happy.
As long as the DM isn't using problems that only magic can solve, everyone feels like they are contributing. If a game is just "go on this adventure, then go on that one", the narrative power of a spellcaster with spell slots to burn because they aren't adventuring doesn't really come up.
And I'm not discounting the concept of a social contract where players aren't attempting to warp the game around their characters, I've no doubt there are tables that run that way.
The crux of the caster/martial imbalance is that it's theoretical; casters have a higher ceiling than martial characters, but the floor isn't that much higher; the quality of choices and the skill of the player do matter.
If someone plays a Wizard and takes no damaging cantrips ("I have real spells for that, if I want to do damage, my crossbow does d8+3, that's way better than firebolt!") and thinks spellcasting consists of mage armor, magic missile, shield, flaming sphere, misty step, fireball, and counterspell (again, calling on my AL experience), there shouldn't be a problem- we know the game is balanced around damage and hit points, not anything else like accuracy, utility, or various forms of disadvantaging foes (since Jeremy so kindly told us).
This is why we see such disparate opinions on the caster/martial divide, because most of the time, it doesn't seem to exist. And as a result, even if Wizards designed for it, you'd have people wondering why their character concept of "skilled strong guy" forces them to accept strange abilities like leaping into the air or cutting magic force fields in half- "This is D&D, not Exalted or Earthdawn!".
And remember, Wizards has designed around fixing martial/caster disparity before, and the majority of their player base said "hard pass". As much as it would be nice for them to give us options to negate it, it's not going to happen until there is a larger percentage of players who actually see the problem.
Which means instead of arguing about whether or not this is a thing, the people who see a problem should be making "+" threads about brainstorming ways to fix it- the problem is real for these people, and they need solutions, not to be told "lol, the game is fine, I've never had this problem in 35 years of playing" endlessly.
Because the design focus is on the first third of the game where LOTR is based.
That's not what I'm trying to say.Which again is bunk, because as said, relative to LOTR, even low level DND is well in excess of LOTR mythic past.
Everyone here gets that what you're trying to say is low level DND is trying to be close to regular humans, but thats not even what low level DND actually is, and as said, its still in excess of what LOTR depicts, before you even address how magic is depicted.
If you have any real gold to spare, I wouldn't say no.If this was Reddit i would gift you gold.
That's not what I'm trying to say.
What I am saying is.. if you asked a D&D design team lead for an inspiration of what a level 11 nonmagical full class fighter, who would they give as an example? A level 17 nonmagical full class fighter,?
Likely the would dodge the question or state a LOTR character who isn't high level.
If you asked most players, the answers would be very different. And this is why people tend to not make them. Because what the current fans and the design team see as a nonmagical full class fighter are different. So people don't make them..
But the AIME classes are very similar to their 5e counterpartsD&d very far from Tolkien to the extent that cubicle7 makes a thing called adventures in middle earth.
D&d?... Goblin Slayer.
5e?... Saitama or Momon The Dark Warrior