Your idea to look at the ability scores does lead to some good fighter archetypes. The brute (con), the tactician (int), the weapon master (Wis), and the hero (Cha) all suggest archetypes rather than just mechanics.
I don't feel like a STR/dex melee concept lends itself to an archetype, though. Those archetypes feel better served by the Rogue. I'm seeing a fast striking melee warrior, someone who lacks the weapon master's artful techniques and focus, but that isn't screaming a character to me, just a mechanic. Unless "warrior" feels like an archetype separate from a big brute.
You know, inching in on the territory of the Barbarian, Bard, monk, paladin, and ranger might be okay, as an option for people who want to play an archetype that leans that way but without the magic. I do agree that the core subclasses focus too much on mechanics and don't have identify of their own.
You know, with STR and DEX being big for any weapon wielder, maybe they shouldn't be archetypes. Maybe there should be a bunch of core fighter features that support "strong and heavy armor" and "dex and light armor" and you can play either way successfully with any of the archetypes that focus on the other ability scores.
Agreed. Just like the integrated multiclassing of Eldritch Knight or whatever but in the other direction - the flavor in a pure martial form.
Cha - definitely Gladiator/Swashbuckler - a highly performative class that uses panache and style to gain an advantage, dazzling and distracting their adversary, taunting their opponent to make wild strikes or rash move.
I'd see an Int fighter as making a lot of studied, precise strikes, and working with their allies to make coordinated attacks. Maybe features like "Sacrifice one of your attacks to identify a target's weakness. The target is vulnerable to the next attack that targets them." or "Sacrifice one of your attacks and choose one of your allies. The next time that ally takes the Attack action, they may make one additional attack that has advantage."
A Wisdom fighter I would see as being more defensive. Sacrifice attacks to gain additional reactions, which can be used to make parries.
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Since so much of the fighter's power is baked into the Extra Attack (2) ability for tier 3, I'd argue that making subclass features that can sacrifice one or more attacks is a good way to broaden a subclass power budget without making the overall build more powerful.
Oh, absolutely. Level 3 fighter features are almost all damage increases, or damage+utility. Any feature that lets you swap an attack should have a return that's, at-worst, equivalent damage to one fighter attack and situationally even stronger.This is interesting - using attacks as a resource because the Fighter excels at that. I have some worry about when tey just have Extra Attack that if they regularly sacrifice they will be doing less, well, "fighter things" then other classes. So need to make sure that what they get feels like something meaningful.
Yea, this is good. I'd probably push for +2, and lets you take a reaction to make an attack on an enemy within 5' that attacks you. Sacrificing an attack for an AC bonus is conditionally good, but probably not worth the trade off (contrast with Kensei Monks' Agile Parry, which sacrifices a few points of damage for a +2 AC boost). Adding in some conditional offense moves it from a "probably not, unless I'm desperate for defense" to a "Yea, I'll probably do that", which I think is where early level class features should be.For instance, instead of a 1:1 trading attacks for reaction that allows parries let's give more. Maybe giving up an attack lets you take "Parry stance" until the start of your next round. In Parry stance you have +2 AC from parrying and also can use your reaction to force a reroll on one attack that hits you.
Cha - definitely Gladiator/Swashbuckler - a highly performative class that uses panache and style to gain an advantage, dazzling and distracting their adversary, taunting their opponent to make wild strikes or rash move
Wis/Int I'm not sure how you separate this two states in a fighter as both require the character to observe the opponent and make tactical decisions on where and how to move/defend/hit for advantage. Whether thats a sniper, waiting patiently to get the aimed shot or if its a melee tactician, who moves at exactly the right position, or is able to trigger a desired reaction.
Just kinda thinking out loud here...
An idea for the INT fighter could be a series of 'probing attacks' to gauge the strength and ability of your opponent. On a successful attack, forgo doing damage in exchange for information about the opponent (HP, Saving Throw modifiers, or the like).
Alternately, the 'probing attack' could be used to increase your damage on the next successful hit. This could be achieved by a flat modifier (boring), rolling the damage more than once and taking the higher number, or automatically giving max damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.