This is going to be a long one, so bear with me. I'll sblock it down so it doesn't take up so much space.
[sblock]I think the biggest change that 5E will do with classes is change why you choose them. The thought process will have a new order. "I am a top class warrior and prefer combat might, therefore I am a fighter. Not "I am a fighter, therefore I am a top class warrior and prefer combat might."
A class is no longer what you are. A class is how you do things. Anyone can deal high damage, only a fighter can do so with pure combat and weaponry. Wizards have to use flashy magic. Clerics have to buff an ally or debuff the target with subtle magic first. Rogue need an unfair advantage. Barbarians must rage. Paladins must smite. Etc. Etc.
Anyone can turn the king to their side. Only the wizard has strong enough magic to use only one spell and nothing else. A Cleric must buff up first. A bard wight take two casting as their spells aren't as potent. The rogue can use a skill. The Fighter can flex some muscle. Etc. Etc.[/sblock]
I'd give you XP for coming to the same brilliant (obviously) conclusion that I was thinking, but I can't...yet.
To be fair the 4e Bard didn't feel bardish enough, [sblock]like I said somewere else, you could reskin a Warlord and wouldn't know the difference- As I think that was the case with you- yours was a case of a niche not being protected enough so any refluffed class of the same role could do it just as well if not better. But it doesn't bother me at all you refflufed a warlord and call it a Bard.[/sblock] What I don't like is the reduction of classes to meaningless fluff, classes should matter.
Two things
- The bard didn't exist at the time, that is why I used a warlord. Bard didn't come out until PHB2.
- The class can matter, and I can think of two ways to make it so.(see below)
[sblock]I think your objections are easily overcome if the game just has in place default roles/choices that create a perfectly competent character that does what it ought to do. However if players who have been playing for 20 years want to try out unique character concepts there should be no mechanical punishment there. (happily they seem to be sort of going down this road with the idea of modules and whatnot) I realize this makes it harder to balance--that's why they are getting paid the big bucks and that's why we would be willing to shell out the big bucks if they succeed. When it comes to releasing a whole new edition at this point, go big or you might as well go home as everyone here already presumably has something they enjoy playing.[/sblock]
This touches on Minigiant's idea, which I will deal with below.
To some of us those "labels" matter, a lot, a class name implies baggage that a good chunk of us aren't comfortable just ignoring. (why take Aristocrat when a rogue will do better? because I want Aristocrat and not rogue on my character sheet, why be a rogue when a ranger does better? becasue I want to be a rogue not a ranger)
Please don't take this as an attack against you or an invalidation of your ideas, as that is certainly not my intent.
I agree that to some, labels do matter. But I postulate that they shouldn't.
The main argument with keeping labels seems to focus on some derivation of "it's always been done that way." My favorite counter argument is "So has the running of the bulls. That doesn't mean it isn't stupid." But in this case, it isn't stupid, it just isn't
the right way. Labels tell us all sorts of things, and inform us in ways we usually don't realize. An example would be sequel. When I say something is a sequel, that means that it is an extension of the original story, but what it
implies is that it will also be a similar story telling style, and therefore it sets expectations. The Chronicles of Riddick is a sequel to Pitch Black in the first sense, but completely fails to me the expectations generated by the implication of sameness.
Nonetheless, labels can still be useful, just not necessary. I can think of two ways to do this.
1) Use Class as an additional kit that is added to the Role and the Source to define a character. Perhaps it is a class feature or maybe a set of class abilities. Maybe it is like a Paragon Path, in that it is a themed set of features and abilities given at certain levels.
2) Use Minigiant's idea. Class does not define your character, your character defines a class. Similar to CCGs having names for certain deck designs, a class would be a certain set of abilities and methods. This means that advanced players could have complex builds that try out new ways of combining powers, skills, and abilities, and new players could pick a preset kit of those called "Fighter" and not have to worry about system mastery.
In either of these structures, the term "Fighter" would have meaning, but it would not be as concept limiting. Similar to how in the current edition, if you find yourself going up against a Brute, that tells you they hit hard and probably have lots of HP, but it doesn't tell you if they are armored or if they use one or two weapons.