- Because each class, including Fighter, deserve a mechanic that makes them a unique play experience.
- Because embedding the mechanic in multiple places hinders modularity, due to it being more difficult to disentangle from the game.
- Because depending on how easy multiclassing is, "lesser" CS dice could be available to any character who wants it via feats and/or multiclass.
- Because there's more than one way to represent martial powers.
- Because mechanics are tied to a class's identity and classes should have unique identities.
- Because it's unnecessary to have CS apply to everything.
- Because, to pit colloquialism against colloquialism, there's more than one way to skin a cat, and why put all your eggs in one basket, and etc.
Probably other reasons, too.
CS seems to be a pretty elegant system open to lots of expansion.
Sounds like the Fighter is going to be a pretty versatile class! Which is great, that's always been part of the Fighter's bailiwick.
If you break every possible maneuver down to unique mechanics by class again then you get into one of the classic complaints about 4e--that every class has its own unique power list and there are 5 different versions of a maneuver that amounts to "damage plus trip" or "damage plus daze."
If someone wants to be a more effective fighter, I'd suggest they take levels of Fighter. Not everyone needs a damage + standard status effect kind of ability.
I could see CS ending up with a list of abilities by level, with each ability available to all, a few, or even a single class, much like the 3rd edition spell lists (or indeed, the existing 5e spell lists).
It sure sounds possible. It doesn't sound awesome. Everyone being a Vancian spellcaster doesn't sound awesome, either.
If each class has its own resource system then you're back to paladins expending their divine focus to knockback enemies, barbarians invoking primal might, rangers spending their quarry dice, etc--a dozen different fiddly subsystems when one elegant system could suffice.
Elegance isn't a goal to me, it is a tool in service of a goal. That tool isn't very useful when you're trying to get a unique playstyle experience out of each class.
In fact, I would include rogue's sneak attack in here, as well. Sneak attack could easily be rebuilt into a version of combat superiority that the rogue can only unleash with advantage. It could also let the rogue power all those sneaky rogue tumbling escape maneuvers if he needs to focus on defense rather than offense (for those times he doesn't have advantage). But that's a topic for another thread.
Awesome. Why not include spells in there, too? Spellcasters can spend CS dice to fire bolts of light and magic missiles and to heal wounds and to make walls...and then you have "CS Dice: The Game!"
The 4e warlord makes a lot of concessions to the fighter in terms of armor and shield proficiencies, weapon proficiencies, hit points, and healing surges. The fighter is strictly better in all those categories. In return, the warlord gets to do some things the fighter cannot--namely, provide healing for allies through a variety of ranged and area effects.
The 5e Duelist gives up things that the Archer fighter has in exchange for things the other cannot do, too. So do illusionists and necromancers. So do priests of Corellon and priests of Pelor. So do thieves and thugs.
Presumably, the 5e warlord will also make some concessions in terms of raw power in order to provide access to healing (or temp HP or whatever floats the wotc boat). Frequent healing (or even temp HP) is something that I don't think most people would see as appropriate for the fighter class (aside from something like Second Wind).
Why can't the Fighter class encompass the archetype of the military leader again (and better)? It did up until 4e.
Well, wotc doesn't seem to be going in that direction. Warlocks get both spells and their own unique feature, invocations. Sorcerers get spells and sorcerous powers. Clerics get spells and channel divinity. They all gain them at different rates and at different levels, but they use the same general framework. I feel that CS and the martial classes should be the same.
I'm on record a few times now pushing for greater divergence in how the Warlock, Sorcerer, and Wizard work, so that's not an argument I'm terribly sympathetic to. They're too similar for me as it is.