Hi,
Is a false truism a falsism?
"When you play a martial, choosing a slow build is just as viable as choosing a fast one."
Sometimes. In many classic dungeon crawls, in many classic tavern brawls, in cramped quarters rather than long halls... it is rare for long range to even exist, so speed doesn't matter.
Overall, of course, for the same money, it is better to be fast than to be slow.
And in games where kiting is often possible, that is clearly a winning tactic.
But it's often not possible.
"Choosing a melee build is just as viable as choosing a ranged one."
Sometimes it's *more* viable.
If there are no feats, and close combat abounds, a ranged character will often literally be at disadvantage. A melee character is happy.
A rogue in melee particularly benefits because he gets sneak attack on his off-turn opportunity attack! Ranged characters don't really get those opportunities.
A melee character can block a chokepoint. When it comes to difficult terrain, he is the most difficult. Ranged character? Usually damage only.
Grabs and grappling can be nice too, I'm told.
Obviously, combats that allow a ranged character to operate freely at range will show him at his best, especially if he is also fast. But this is often not an option.
For Rogues this is doubly true. The game does not provide a single compelling reason why you should risk your frail ass in close combat when all your abilities work just as well from 30 feet away. Better in fact, since hiding is much easier at range.
Opportunity attacks.
Two rogues attacking a target in melee grant each other advantage and sneak attack, which I'm told rogues particularly like. At range? Not so much.
(Reasons why this is so? Too numerous to enumerate, but it does begin somewhere with the decision to elevate Dexterity to god stat, and with the simple truth that the overwhelming majority of Monster Manual critters are very simplistic, with few ways to attack characters that outrun them).
Dexterity has been a great stat for a long time. No argument there.
Fortunately for MM critters, they have a GM who builds encounters around them. Sometimes there's room to shoot and run and shoot... and sometimes not.
"Choosing a melee build is just as viable without feats as with them."
False! Martial builds, especially fighters, really want Feats. 7 ASIs without Feats? Ugh.
But ranged martial builds also really want feats.
"Choosing to play a Rogue is just as viable with feats as without them."
False: 6 ASIs without Feats? Ugh.
"Choosing the wizard class is the best choice for an arcane caster."
Strawman: WotC seems to have put a lot of effort into *not* coasting with previous collective wisdom. Wizards are better in some ways and not as good in others, especially if MC is allowed.
In the beginning, of course, the Wizard was the only class with access to arcane spells.
In the beginning, of course, there *were* no arcane spells or wizards. There were magic-users who cast magic-user spells.
The era of Monte Cook is over: no longer do scenarios come to a screeching halt when the party is unable to cast a particular high-level spell.
They still can. When a scenario calls for, say, traveling to another plane, it comes to a screeching halt if the party cannot do that. Or for resurrecting the long-dead princess. Or....
Playing a Wizard is fun, don't get me wrong. Compared to the drawbacks of the class design of the Sorcerer, for instance: to spamming the same spells over and over again, choosing the same old red draconic Sorcerer again and again. But is it actually good? The jury is out on that one.
Better than a classic D&D lvl1 MU, with his *one* Sleep or Magic Missile and 3hp.
Anyway,
Ken