Not entirely true. Not to bring up edition warring, but, 4e allowed a HUGE variety between and within the classes, even those that couldn't cast spells. However, 5e has gone back to a more traditional arrangement for classes, so, the non-casters have a much more limited palette to work from.
Even 4e didn't have quite as much variety among the non-casters, not only in the sense of pairing them down to beatsticks in Essentials, either. The '4.0,' call it, Martial Source never supported the Controller Role, while every other source - all essentially 'casters,' or at least solidly supernatural - did. FWIW., 4e allowed a HUGE variety between and within the classes, even those that couldn't cast spells. However, 5e has gone back to a more traditional arrangement for classes, so, the non-casters have a much more limited palette to work from.
D&D's success is obviously due to it's 1st-RPG past fad (and current come-back!) status - it has a mainstream name recognition that no other TTRPG remotely rivals, so most players enter the hobby by trying D&D - if they don't like it, they probably don't stick with the hobby, so potential fans of other sorts of RPGs are largely excluded from the market.That's always been true of D&D, it's not just a 5e thing. And I would suggest it is the main reason for the success of D&D, and fantasy RPGs in general, over RPGs in other genres.
4. One thing that I did like, and now that we've done some shifting around with characters and allowed full casters, is that without casters in the party, "Magic Solves All Problems" becomes a lot less of an issue. Players rely on their skills a lot more since you can't just magic problems away. They spent a lot of down time learning new languages and tools so that they could broaden their approaches to problems. Now that we have a bard and a warlock in the party, every problem becomes a nail to the hammer of magic. Instead of relying on skills, spells become the default.Not a result I'm very happy about.
I wonder if you just limited cantrips to once per short rest if you would get that feel you're looking for, but I guess its the bigger spells.
Did you allow Ritual Caster?
I think that this is actually a problem with skills and ability checks - at first level the best spell for a job just succeeds, while the best skill for a job, still has a 15% chance of failing a simple task.*
*I'm leaving out skill specialization, because I don't think that requiring everyone who wants to use skills to be a rogue or bard is sensible... and they STILL fail pedestrian tasks 5% of the time.
What was the logic behind banning 1/3 casters and not 1/2 casters? What about monks of the 4 elements?
This surprises me. In my experience, the spellcasters speed up the combat. We, perhaps, have less time lost to indecision than at your table, but when a fireball deals a total of 200 damage as opposed to the 45 a fighter is dealing in one round, it tends to push the combats closer to the end faster....So, after about year of play and 9 levels, here's what I learned:
1. Combat becomes LIGHTNING fast. When you remove casters, area of effects, and whatnot from combat, you can blow through a LOT of combat in a 3 hour session. We actually touched into 7 combats one session, with a fair bit of time for other stuff, although that was very much the exception. However, we frequently did 3-5 combats in a 3 hour session and rounds just blow past. When you strip down the analysis paralysis that often comes with casters (should I cast this spell or that spell... or if I move the spell 5 feet to the left I can get that guy, but, then I won't get that other guy... ), the game really speeds up.
Again, the last statement, about how much damage they deal per round, seems to contradict the 'speeding up combat' element. Do you also avoid using monsters with spells or things that simulate spells like breath weapons?2. Combat becomes very predictable. Not sure if this is a good thing or not. But, I can pretty much guarantee how much damage the party will do per round and plan an encounter accordingly. I know that the 5 PC's we have will do about 125 (give or take) damage per round. Pretty much like clockwork. So, if I wanted a strong encounter, I needed about 400 HP worth of baddies. It does make planning encounters pretty easy. And, because the party lacked area attacks, it really, really cuts down on the total damage the party can do per round.
As I started to read this thread I wondered if adding the Warlock would help. It has so few spells that there is little paralysis there... They have less spell options than the ranger. However, it sounds like that did not work for you.3. Choices get pretty limited and the players I think were not very happy about it. We allowed, barbarians, fighters, rangers, paladins, monks and rogues as options. We wound up with two rangers, a paladin, a rogue and a monk. I think the players were not terribly happy with all the classes being pretty close to each other. 5e really does seem to rely on having casters to add variety. The non-casters tend to be pretty similar in play.
Can you give some examples where this was better without magic and worse with magic? I'm curious what you're seeing as problems with magical solutions.4. One thing that I did like, and now that we've done some shifting around with characters and allowed full casters, is that without casters in the party, "Magic Solves All Problems" becomes a lot less of an issue. Players rely on their skills a lot more since you can't just magic problems away. They spent a lot of down time learning new languages and tools so that they could broaden their approaches to problems. Now that we have a bard and a warlock in the party, every problem becomes a nail to the hammer of magic. Instead of relying on skills, spells become the default.Not a result I'm very happy about.