Not at the current capability levels of the other classes. I'd buy a low magic game with 20 levels, but that's picking something else to give.
Most of the solutions suggested amount to bigger numbers or more dice rolls.
I’m not sure that’s true, but I have several people on ignore basically until the 2024 PHB is out and hopefully these threads chill out, so I might be missing them.
My suggestions, for instance, raise the floor but don’t make the numbers bigger. Martials do plenty of damage. (Rogues could use a level 11 damage spike mechanic, but that another kettle of fish)
And saving throws without the attack rolls was a commonly balked at concept.
Eh, present a fighter that can hit every enemy under a certain CR with an area the fighter can reach with thier movement, and they must save vs dead. I think the people who hate it around here will represent a tiny minority of the larger community.
We are looking at either bigger numbers or more dice rolls or analysis paralysis or some mix of the three.
Nope. I mean you can do those, but preferably optionally, like in subclasses.
I guess technically if you give them a feature at level 15 where they add the result of thier attack roll to thier attack damage once per turn, or let the rogue use SA 2 per turn at level 13, that’s bigger numbers/more dice rolls, but it’s not in a way that will cause playability issues.
My suggestions in the other thread revolve around letting the fighter use Second Wind for skills without sacrificing the heals, and adding a “recovery” usage that recovers a level of exhaustion or one condition, using Action Surge to gain extra reactions or take a legendary action, and turning indomitable into legendary saves+. The numbers don’t increase, and the only increase to complexity is Action Surge, but it’s a very small complexity bump.