It's telling that everyone ignores this absolutely true post to keep arguing about minutia.
Is it telling? What, pray tell, does it say?
So similar to powers from 4E?
All I can say is that I would not want that. I like my mundane fighter being a mundane fighter. If I want to keep track of resources (other than second wind) and what my fighter can do then they don't feel very mundane any more. They become just one more variant of a Vancian spell caster with a different label. We already have options for that in the battle master, eldritch knight or other classes.
Yeah, while I agree with them on a lot of stuff, there definitely should be a champion and a battlemaster. There’s no reason to remove either.
I love 4e, and did from the PHB on, but 4e was best in the era between the first essentials book and the end of publication, when my group could have a Knight Fighter, a Warlord, a Gloom Hexblade, a Seeker, and a Bard, and the game ran just fine. It was fantastic. No two characters played remotely alike, in concept or mechanics, and I could get weird with encounter and adventure design while reliably predicting the lethtality within an acceptable margin of error, and I could fiddle with rules, play fast and loose, encourage improvisised actions, etc, without straining the system.
Just to double down on this a bit, Xananthar’s, continued with the same design goals as the core books and remains the 5th best selling D&D book on Amazon a year after its release, being behind the core three and the latest AP. Volos and Mordenkanins follow right behind.
Even the three year old SCAG at #11 is beaten only by the newer guides and APs getting ready to release, being ahead of every older AP.
I think most folks in this thread are imagining a dichotomy where none exists.
We dont need a book full of Warlock chassis versions of rogues and bards. We need new options that allow most basic concepts to be played with most levels having a choice to be made that results in a distinct new way to interact mechanically with the game world.
That can be done with subclasses. We aren’t to get 100% of what I or [MENTION=15729]Charlequin[/MENTION] want, but literally a book with ~3 pages of alternate features for base classes (which they’ve talked about doing already, in some capacity), and a continued flow of more “choice heavy” subclasses, and we're close enough.
Hmm, I rarely get involved in these lovely back-and-forth discussions, but I must admit that this got me a bit stumped.
You do realise that every feature of a character in 4E was in the nature of a power and every power in 4E was in the same format and relied on exactly the same mechanics, right? Roll an attack roll, do damage, apply condition. Rinse, repeat. To suggest that there was somehow "more variety" in character options in 4E than in 5E is, to my mind, contrary to evidence. 4E was the absolute pinnacle of less mechanical variety in character options of any version of D&D yet. Deliberately. That there were ten different powers that attacked an individual creature's Reflex defence, did 3 dice damage, and pushed them 2 squares, is not the definition of "variety". And something that was deliberately moved away from in 5E.
Like many in this overly long discussion, I emphasise I am not making any judgements about the merits or otherwise of the editions, nor of people's opinions. I just gotta call out the "what the..." moment I had reading the above statements.
Cheers, Al'Kelhar
Youve comoletely misharacteruaed 4e. The powers are formatted the same, they don’t do the same things. The customization of 4e is literally beyond compare in DnD’s history. The fact that most (not even all) combat powers do damage, after an attack roll, and often (again, not always) have some secondary effect, doesn’t mean they play out the same during play. They don’t.
I don’t want an edition war argument, btw. I’m pointing this out because it’s salient to th discussion, because 4e powers are literally the model for 5e Battlemaster manuevers, and a ton of other 4e innovations help make 5e what it is.
Really? While the "monk chassis" might not be a perfect fit for everything, IME and IMO, the Open Hand and Shadow are two of the best designed and realized subclasses out there!
In fact, I often think of the Monk when I think of a well-designed class that's a little different and lives up to its design goals.
The Drunken Master is also really well done, and accomplished it’s goals splendidly. It’s a hell of a fun class. Heck, even the 4 Elements Monk would be great if you got the elemental evil elemental cantrips for free, and the powers each cost 1 less ki.