Tony Vargas
Legend
Interesting. WotC has never actually cited that as a design goal of essentials. Which is surprising, since they heaped Essentials with quite a lot of 'everything to everyone' goals.Fact is, that you need simpler classes for players who don´t want the burden of playing the optimizing minigame...
While optimizing will happen in any game - and is fun in it's own right - a good game will be balanced enough that a clearly legal 'optimized' build doesn't render all other similar builds non-viable. 4e mostly accomplished that - and 'nerfs' were regularly handed out where it slipped up.
So, I don't think it was needed that much. But, even if it were...
While some Essentials classes are fairly simple, you still need to make the same basic, obvious optimizing decisions that let any 4e class more or less keep up. Like put as much as you can in your primary stat, and freak'n take Expertise. And, they are added options, and every added option is something that can be used and abused via optimization. While a 'simple' class, the Slayer has less-than-simple optimized charge builds that are pretty near top of the theoretical at-will DPS leaderboard. The Theif (with a bizarre mounted build) was right at the top of one recent optimization exercise's results, too.
So, no, unless you go to the extreme of making a campaign Essentials-only, you're not leveling the playing field, at all.
In fact, you may even be skewing it even more. A number of simple Essentials builds achieve simplicity by eschewing daily resources. If your optimizers carry over their advantage-seeking behavior at chargen into play, they may well have some spiffy 'novas' that they'll set up to use as much as possible - by finagling extra extended rests whenever possible. Even an optimized daily-less character would have trouble keeping up if that were taken to the extreme.
...
What WotC /has/ claimed as a 'need' for simpler classes - apart from mere subjective 'preference' - is that they were needed for new players. Actually, I have more experience than the average DM introducing new players to the game - I run 'intro' games at local conventions, the kind that say 'beginners welcome' right in the program. Running 4e begginner games has given me some interesting insights. (Aside: One of them is that such games attract people who /hate/ 4e and want to sabotage the game. No, really - but, fortunately that phenomenon fell off after the first year.)
More relavent to the discussion, though, I've noticed that if you hand a completely new-to-D&D player a one-page character sheet and a page or so of 'cards' off the CB, they catch on surprisingly quickly. All the rolls are d20+some bonus (that they can find on the sheet pretty easily). Better, the cards act as choice & mechanic 'bundles' - look at a card, and everything you need to resolve that action is on the card. Far from the oft-lamented 'action paralysis,' for a truely new player, it /helps/ them considerably in making a decision. Pre-gens provide all the simplicity new-to-D&D players need.
Next, /returning/ players are a whole 'nuther story. A lapsed gamer who last played AD&D sits down to play a D&D 'intro' game with several wrong assumptions: He assumes that he already 'knows' the game, even though he hasn't played in 20+ years. He assumes that the easiest character to play will be the fighter. He assumes that weapons use attack rolls and spells don't. He assumes that resolving an action means hunting all over his character sheet for items and bonuses, 'playing' the DM to get situational bonuses (or just get an action 'aproved' as do-able in a round). Either he decides to 'take it easy' and play a fighter - and is shocked and apalled at all the 'powers' his aparently-spell-casting fighter has (OMG, what must the casters be like in this madhouse!?!?!) - or he decides he really liked playing casters so he'll reprise one, and is shocked and apalled that he has to roll to hit with 'Sleep' or confused that he can't trade in 'Bless' to get another 'Cure Light Wounds.'
Essentials came out, with that lovely Red Box sporting 80s cover art, and, while I absolutely hated Essentials, I did see a silver lining: Those PitA AD&Ders are going to eat this crap up.
I've run an intro scenario using Essentials a number of times, now (and am signed on to do so at PacifiCon this year - assuming /anyone/ shows up to that beleagured event), and, in each case I got one (or more) returning AD&Ders ("I heard 'the box is back' ..." or "I was thinking my kids might enjoy..."), and rather than shock, horror and confusion at non-boring fighters and non-pwning mages, I got enthused acceptance. Wierdly, they don't even mind rolling to hit with Sleep so much - guess the fighter 'not having spells' makes it OK.
Damn that old-school feel works on it's target audience.
The complete newbies didn't have any /more/ trouble learning the game, either. The new CB had extraneous pages to sort through, but the cards were still a hit. The only downside is that the game does, in meeting the prejudiced expectations of old-school gamers, indoctinate new gamers in those same prejudices. Doesn't bode well for those of us who like our spe^E^E ...er, exploit-using fighters.
So, all classes start out relatively choiceless and simple-to-play at low level, then have in-game opportunities to expand the breadth of their abilities and variety of their resources?Actually I would like to see the mage not chosing encounters and dailies. The good old find a magebook and learn those spells was much more appealing, as the character "creation" IMHO should happen in game, not at the drawing board.
So in a perfect world, not only the Slayer would be simple, but the mage also. And you would be able to get grandmaster training encounter and dailies for your martial chars and a spellbook from which you can memorize your encounters and dailies as a mage...Back to the old days in a way, but balanced because of the design principles of 4e.
Hmmm... well, that's still parity - at least of opportunity. Assuming there were still some unexciting but effective baseline growth in the character (so if one character doesn't get quite the in-game opportunities as another, or doesn't persue them, he's not left totally in the dust), that could be quite a workable 'old school feel' compromise.