The last few years here have shown me that that honesty was exactly the problem.
4e sat down an explained that this was a game and a story and showed all the levers and moving parts and how they worked in terms of game mechanics and narrative. It recognized that classes were packaged mechanics to achieve a character concept rather than a discreet setting element. It leveraged a single mechanics base to grant all characters abilities.
But there are a lot of people who vehemently do not want to see D&D treated as a game or as a communal story that runs on a narrative. They don't want classes that let you know how they work, or for all characters to get abilities.
And they fought hard to make that stop. For years. For over a decade. They're still fighting, likely because PF2 and a few elements from later day 5e show that those philosophies could still come back.
It wasn't just the honesty.
The honesty told people that what they want... could never give them something else they wanted... Without something that they didn't want.
"You want powerful spellcasters who have access to dozens or even hundreds of magic spells that they can cast many times a day"
"Yes"
"So what limitation are you willing to accept"
THEN... then you get people who scream against the concept of limitations. Or you get people who can't agree to which a limitation they're willing to accept.
This is why you have so many Nerf The Wizard threads.
Everybody knows you have to nerf the wizard. No one can agree on how to nerf the wizard. So when 4e or PF2e or 13a or whatever sits down and nerves the wizard a huge chunk of the community lost their minds.
Agreeing on the problem but disagreeing on a solution is a base aspect of humankind
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