I think this is true. And with that in mind, I find that it is much easier to add complexity as needed, rather than try to remove it later. This is the genius behind having a whole section of the DMG dedicated to "optional" rules: add what you like to "dial in" the amount of depth/complexity you're looking for (feats, multiclassing, maybe some Renown)....then ignore everything else.In my opinion, complexity is never a desirable thing per se. But, depth is always a desirable thing, and depth always comes at the cost of added complexity. The key is striking a good balance between the two. I think 5e strikes a pretty good balance at character creation. It’s after character creation that I think 5e is sorely lacking in depth.
Isn't that more about player decisions at this point? After the character is made, you can do what you want to your character, or do you just feel there aren't enough options when you level?It’s after character creation that I think 5e is sorely lacking in depth.
Not enough decisions to be made when you level up, except for spellcasters other than clerics, druids, and paladins.Isn't that more about player decisions at this point? After the character is made, you can do what you want to your character, or do you just feel there aren't enough options when you level?
So, in other words, after you choose your subclass, you have very limited choices (except as you noted). Rare exceptions are:Not enough decisions to be made when you level up, except for spellcasters other than clerics, druids, and paladins.
Yeah, you got it.So, in other words, after you choose your subclass, you have very limited choices (except as you noted). Rare exceptions are:
Barbarian Totem Warrior, Hunter Ranger, and other subclass options which actually have the player make a choice. Of course, even then it is only on the subclass award levels.
While the OP was more to focus on choices (complexity a la depth), adding meaningful choices at each level for all classes would be a priority to you?
But, if that is the case, what is "meaningful" to you?
Good. So the examples I mentioned, such as a Hunter Ranger's Hunter's Prey, would be meaningful to you since your choice determines your path (so to say)?Yeah, you got it.
A meaningful choice is one that has an impact on gameplay feel. This is of course subjective, but a good rule of thumb is that if I can tell what build choice you made without you having to tell me (assuming I’m familiar with the options), it’s meaningful. I can tell if you chose Polearm Master. I can’t really tell you put +2 into Strength. The former impacts how the character plays, the latter just adjusts some abstract numbers.