Okay, back to trying to respond to this SINGLE post
Sure, but I think that is because the PCs you play with prioritize Constitution and don't try to be good at other things. I mean if they take a feat at 4th level are they getting Actor or Pole Arm Master?
Just because they don't feel comfortable with low con, does not mean they do not try to be good at "other things". Additionally, think about what Actor
does before you start casting shade on people who don't take it. Actor is only good for pretending to be someone else or mimicking a voice. And when I have had those people, they often are playing Changelings, or Warlocks with MAsk of Many Faces, or they take Eldritch Adept to get Mask of Many Faces. They don't play fighters who take Actor, and who also need disguise kit proficiency.
At high level it is very common and so are very high saves and so are condition immunities. To pull some stats I went to D&D beyond and filtered CR15 creatures. Out of the first 10 only 2 did not have either Legendary resistances and one of them was immune to frightened.
Casters can do damage, but at high level you often run into damage immunity or resistance and if they prepare the most poweful spells their damage is weak even when it is not resisted. If they pick high-damage spells then they are not picking "encounter enders"
My point was this, and I can say it confidently because I played in a lot of high-level campaigns recently: As casters get large numbers of slots to use very powerful control "encounter ending" options enemies als get resistances or saving throws that counter those "encounter ending" spells.
That is not to say those spells are not useful, but an 8th level Wizard with the ability to cast Fear and Psychic Lance 5 times a day is like a god. Fear is an encounter ender, Psychic Lance is extremely debilitating and generally difficult for enemies to resist. At higher levels though the gap closes because monsters do a better job resisting spells, even as the spells become more powerful.
A few assumptions here.
1) You seem to assume that a high level party will face only CR 15 or above creatures, and they will all be in the same fight. Also, the first 10? So... adult dragon, adult dragon, adult dragon, adult dragon... The immune to fear was likely the Death Giant Shrouded one. So, what? You expect a party in a normal game is going to have multiple encounters that contain multiple adult dragons of different types teaming up with an elite death giant?
2) While yes, higher level spells are often stronger, that doesn't mean low-level spells are weak. Web is an example I bring up fairly often, it is a low level spell, and not an IMMEDIATE fight ender, so will the DM use a legendary resistance on it? But, if you fail the dex save, then it takes an action to break out. And if you are trying to make distance, this can translate into two turns of the enemy being unable to hit the party, while granting advantage to the parties attacks. And the fighter.... can't replicate this, unless they take the web spell. The only fighter who even has an ability to restrain an enemy AT ALL is the Rune Knight, and it is a save at end of turn and fire damage.
3) It depends on what you mean by High Damage. I was running an NPC warlock for a group, and they were in dire straits. The hag they were fighting was hitting them with a powerful cursed item that was about to cause major problems for the party. I needed, in the spirit of the character, to end the fight as effectively as possible with damage. So, I looked, and on average her highest damage option was.... Magic Missile. Due to the nature of the auto-hit, and the way dice average out, Magic Missile is reliable good damage in a pinch, especially for single targets. It is also force damage, which is never resisted. You mentioned Psychic Lance, if I am fairly certain the enemy is going to make the save (maybe they did before) then Psychic Lance is an average of 12 damage and no incapacitation. A 2nd level magic missile is 14 damage. A 4th level is 21 damage, and psychic lance at full strength is an average of 24.5. Psychic Lance is stronger, and with an INT save it is really reliable, but if I'm sure it isn't going to work... then Magic Missile will.
4) You seem to consistently not talk about cantrips, which is weird. 3d8 (13.5) damage is quite solid. It is almost as good as having extra attack and a +3 mod (not three attacks, two attacks).
I was happy last night with it.
I am glad you find joy. I would not be happy to realize that my entire character is a footnote in another character's abilities. In fact, I have often been annoyed by that.
It would not "invalidate" the entire build. This is a team game.
If my character is better than yours at something then maybe you should try to be good at something else.
The Drow fighter I mentioned above was a good face in part because other PCs weren't.
In team game there is two ways to play and this is part of the session 0 contract.
1. One, and I would argue the better more fun one is for every player to build the PC they want and ignore party dynamics or make up. This leads to shortfalls at times. TOA for example we had no one who could find traps and got lost all the time. I actually took an unplanned Ranger level multiclass level just to get the ability to never be lost. 5E is forgiving enough though that you can play this way and still survive (we never got someone who could find or disarm traps worth a flip).
This is so easy because you worry about you.
2. The second way is to plan out group build to ensure you have all bases covered. This will make success more likely, although it will be less fun IMO. If you are doing this then by definition you need to be willing to alter your character idea to fit a specific role and you need to consider what the other PCs want to play. If one player wants to play the tank role as a Wizard and the other PCs want him to fill that role because he will be better than you, then in this sort of game you should build your character towards something else. Still pick your class, but you are driving the direction the team wants, not what you want. The Drow above is an example of this.
You realize this entire line of thinking led to healbot clerics, right?
But more importantly, you keep missing the point. Your fighter was good as the face because
no one else wanted to be the face. And, while yes, it is a team game, if you consistently make it so that only spellcasters can reach the heights of certain pillars... then you are going to consistently see spellcasters taking over. And then someone who doesn't want to play a spellcaster is either going to be forced to change their concept, or be a less effective team member.
I'm facing something like this right now. I made a Beast Barbarian with a focus on stealth and hunting... and another player came to the table with a Gloomstalker Ranger/Rogue. I wanted to be more than just the big, strong tough guy, but I'm completely overshadowed in anything dealing with stealth and tracking. I can't turn invisible in darkness after all. I'm still having fun, because I've played with this group for years, but I specifically agreed to help the DM sell their world as one where people hate and fear magic by playing someone with religious convictions against using magic, and the rest of the party is magical and quickly out-stripping me on every front except taking damage. Turning to magic would ruin the character concept to a degree (I can make it work with it being clerical, if I need to) but we ALSO just got a paladin. The magic of the other classes is forcing me into smaller and smaller niches, because it can cover so many things that I just am not allowed access to until I take spellcasting in some form. It is very frustrating.
A crapload of Ranger options do this. Taking Fey Wanderer with a max wisdom and decent Charisma nullifies every other face build out there except maybe Bard that optmizes for social skills (and that is about equal not better at most levels).
Taking Natural explorer dominates the wilderness portion of the exploration pillar and then PWT nullifies any kind of effort other PCs put into stealth.
A Paladin't Aura largely nullifies efforts to be good on saves as it can make everyone good on all saves and it to a degree weakens spells like Calm emtions, Heroism and PEG.
Rangers and Paladins. The half-casters with access to spellcasting? Like how the spell Pass Without a Trace negates stealth builds, like... rogues? Or Dex Fighters who want to be sneaky?
Also, Fey Wanderer can match someone with Expertise, but it doesn't nullify all the OTHER things a face character can do (as long as that face is using magic) And maxing Wisdom while getting a 16 Charisma.... doesn't leave a lot of room for Dex, and being a martial character.
It allowed them to do the impossible and fall hundreds of feet without dying .... and in one of those examples the "Wizard cast dimension door and took no damage (along with the Rogue he took with him).
You completely missed the point though. The claim was that fighters can't do impossible things and they can! Casters just do them more or better.
And you restate the problem, again.
They are RAW and if you are not using them that will be far more restrictive for PCs.
Your position is martials can't do anything except combat, but if you are not using feats, you aren't using the rules that exist which enable them to be better at things beside combat.
None of this makes them any less optional. Martials need to work WITH and WITHOUT feats.
Not true. Plenty of my martials contribute in either the social or exploration pillars when other PCs can do this.
When I want to be really good at one of these pillars though I usually build a character that is dominant at it and will be a lot better than other characters. This happens most often when Paladins or to a lessor extent Sorcs or Warlocks get outdone by my Ranger in the Social Pillar. When I do that though, that Ranger is usually running a 14 Dex and is not as good in melee. It is a spell first Ranger build.
Shocking that you had to focus on spells and be worse at combat. It is almost like spells dominate everything. Which is weird, because I said "But if they want to contribute without spells..."
IMO Spellcasters should be able to get all the basic weapons and options that martials get. I don't mind hiding those behind feats or subclasses, but they should be available.
Every PC, regardless of class, should have access to the full range of non-magic options. In addition casters should have unparalleled access to spells.
Why would you ever want this?! This sounds horrendous. Are you just trying to kill off any concept that doesn't cast spells?