SensoryThought
First Post
But it wouldn't benefit the classes IMO. Making certain classes "simple" and others "complex" I think would just make everything fall back into that rut of assuming that martial classes are simple and caster classes are complex. Class complexity should depend on the amount of effort a player puts into creating their character. All classes should hover around a "moderate" level of complexity with build options for greater or lesser complexity. Not to mention it's really easy for "simple" to become a dirty word.
I find the question of class complexity an interesting one and harder in my mind to answer than rarity (which I've already out my 2c in on).
Actually I see 2 types of complexity - complexity in character generation and complexity in playstyle. With splatbooks, 3e/3.5e/PF is complex for character generation options. 4e is pretty complex too, although the online builder helps. Essentials classes are the most simple.
In terms of play I find 4e fighters (marking) and rogues (combat advantage) to be the hardest to play tactically. Classes like the ranger (twin strike and HQ every attack) are the easiest, maybe easier than the Esssentials Slayer that requires understanding stances. The Essentials bladesinger with bladespells, triggering actions and lots of power choices is super complex to play, despite being simple to make.
Personally I like the idea of all classes being simple to make, essentials style. This limits broken power combos and limits power creep. I like the idea of having simple and complex subclasses of the fighter, rogue, magic user, cleric. And with complexity in play has greater power. Monte Cook is fortunately a big believer in system mastery yielding benefits, which I agree with. But he also apparently likes wizards, but I DON'T agree that complexity and power should be limited to casters.