Probably. The playtesting of 5e was kind of a mess. I can't say it was a huge failure, though. We just need to improve the base of the bounded accuracy d20 system, the way feats are handled, how multiclassing works, the pacing and structure of adventure encounters, and the actual guidance of the game overall.
All these things could make D&D more amazing and streamlined than it already is.
On the one hand, I felt the playtest failed at
testing; it was more a public
preview. On the other, the game obviously sold well. On the gripping hand, "failure" or "success" is less relevant than the resulting rules...which have a lot of holes. Underlying math (don't forget the Ghoul Surprise), most feats, class mixing, pacing/structure,
and advice? Oof. I'd also add the nigh-useless CR system to the list.
Part of it is just, 5e is a child of 3e (despite many statements about it being "AD&D3," e.g. an alternate successor upholding the Advanced line.) But multiclassing, underlying math, caster power, CR little better than intuition, flawed (both poor and OP) feats, and adventure/encounter pacing issues? That's most of the problems of 3e too. 5e is a toned-down version of 3e, for good and for ill. That ramps up the argument intensity, because we're
still litigating the issues we've been hitting for 20 years or more.
I just want D&D to focus on its niche and I think that it works best there but the focus on hyper-story utility feels like it will further distance itself away from the Dungeon crawl aspect.
This may be an issue then. I don't see it as "the dungeon-crawl game." I see it as "big tent," which includes crawling and a lot else besides. (Kinda surprised that you advocate so much for 5e-as-it-is though since, IMO, 4e being so well-balanced in combat makes it
better for dungeon crawls. No DM hand-holding, especially if they follow the DMG's advice and
don't make every encounter perfectly balanced.)
Many come to D&D, for many reasons. 4e tried to optimize for one focus and let groups decide for themselves how to handle the things that couldn't be designed for, and it was
hotly controversial to say the least. 5e, meanwhile, was specifically (IIRC explicitly) sold as a "big tent." Hell, they even had to play damage control when some of their early statements to that effect became pretty clearly impossible or unrealistic.
A big tent game--by the devs' own words, a fair standard IMO--can't afford classes that emphatically refuse to engage with the pillars. That just frustrates many players. Addressing this
does not require that we never ever provide classes that support abnegation (the formal term for "I just want to zone out and play"-type player preferences). But it does require that every class get, in and of itself, something meaningful to contribute to each of the three pillars.
In a dungeon crawl, the limited space and wards make spellcasting difficult even for a high-level wizard and they might start throwing out spells that get nullified or dispelled but the rogue can lead the way and dodge out of traps or observe their surroundings very well at-will.
Never saw anything like this myself in dungeon crawls. Concentration was no limit at all in 3e and is only a slight limit in 5e.
Even apart from that, I'm skeptical. Damage and defense spells are still great. Many others (e.g.
misty step,
invisibility;
borrowed knowledge or
enhance ability; rituals like
augury and
locate object;, etc.) are still good, perhaps
better in confined underground spaces (and those are all 1st or 2nd level too!) If the Wizard can be confident that normal staples like
fly aren't worth it, that just means they can focus better on the spells that remain and are worthwhile--which doesn't really reduce their power.
Flying and teleporting is just meaningless in base game. They can help, but they also come at an intense cost of not just a resource, but the consequences of messing up. Fighters get to be reliable.
I
strongly contest the teleport claim. Many exploration puzzles can be trivialized if someone can teleport across a 30' gap, or get through unbreakable metal bars. Or for more potent ones, going straight from the dungeon back to town without traversing the land between can be extremely valuable. Few dungeons are just positioned right next to inns and shops, after all!
Fighter reliability is only an asset if they're given the opportunity, and 5e as designed fails to support this. I've run the numbers. Even a Battle Master (to say nothing of the Champion) requires 7-8 encounters and 2 (preferably 3) short rests a day to keep up with the likes of a Paladin. These design assumptions are just...wrong for most groups. Six encounters is a
very long day to most. Two short rests is on the
high end. Etc. The Paladin can thus either outclass the Fighter in damage output, or match him and have several utility spells on the side.
But the way D&D has moved to more outdoors and social settings based on stories with complex narratives, the experience means narrative-flavored effects become more important.
Were these ever absent? Wandering monsters and reaction tables suggest otherwise. Old-school players often refer to Cha (perhaps in not so many words) as a god stat for how it can prevent fights from happening or even turn potential enemies into hirelings. So I'm not even sure this was true in the past, and it's certainly not any
more true today.
There's a difference between not using rules and not picking options that don't fit your character. That's like being mad that your dwarf cleric has to take the stats of a dwarf because you wanted your dwarf to be an elf. Just choose the elf.
My objection isn't from the
player's side. It's from the
DM's side. The DM has to either rule that your reflavored spells aren't actually subject to issues that would prevent magic from working, thus giving a straight power buff for fluff reasons,
or that they are despite not actually being magic, which shatters my already-damaged ability to believe that they're really not spells.
That's just from your perspective. Also, using your metaphor, most people absolutely like steak with no sides at equal price to a sandwich with soup and salad. Because they get to enjoy their steak and they didn't need the soup or salad or anything outside the water. Especially if the steak is well-made.
Yes, but I used the analogy I did for a reason. Spellcasters
are not just sandwich+soup+salad. You
are getting less food for the same money. That's why I used the analogy structured as I did. Obviously you can rip it apart into something else that looks like your position. That's how analogies work. But the
whole point was "(1) the game tells us, implicitly and explicitly, that these things are peers; (2) these things
are not peers; (3) games shouldn't do that, so something has to change." A game should not mislead its players, period.
Bringing it back. You assume we shouldn't be fine with the fighter's design, but I've given my reasons why I enjoy how the fighter is designed. Sure, maybe some damage buffs for the champion fighter, but outside of that, I like the fighter and its more lax game play style.
Why does giving the Fighter something they CAN do outside of combat take that away? You keep saying this and it's completely baffling to me. Having the
option to contribute
something meaningful, even if it isn't dramatic or flashy or awesome,
does not have to make it complicated. I've said that SEVERAL times. You can keep it simple, while expanding the areas where it has
something to contribute, unless a "more lax game style" specifically and only means "I literally never want to be bothered when we're not fighting, if you bother me while we're not fighting I will lose all interest in playing."
They are compromises because they didn't need to exist nor did they need to fulfill the role given to them. What you want is so specific. You don't want a martial with utility. You don't want a martial with utility that doesn't use magic. You don't want a martial with utility that doesn't use magic with fantastical contributions.
You want a fighter with utility that doesn't use magic with fantastical contributions. Compromising means some of those things don't get precisely added.
As I said, what I
actually want is ALL non-casters to have (what you consider) "fantastical" contributions without magic. Failing that, I want ALL non-casters--explicitly including Fighters--to have meaningful contributions. I cannot go any lower than that, because anything less than that
isn't actually changing anything. Something has to
actually change. No "well you can just use X thing that exists, but Think Different™ about it" will ever actually give me what I--and a lot of people--are looking for.
And no, this isn't some insane wahoo way out there request. It's literally, exclusively, "Give the Fighter some meaningful contributions outside of combat." That's it. That's all. I just want the Fighter to be included in the stuff the game says is
vitally important to play.
I don't understand why you're so vehemently on the hill of taking away the current Fighter. People actually enjoy it. You might not, but I don't see why that gives you the need to want to take away from the things others like.
Again, you present this as me
snatching away something from you, and I just do not get it. The only meanings I can see for the things you've said are:
1. "I don't ever want to be bothered by things outside of combat, so if I even have
one feature that interacts with that, I'll be bothered by it. Thus, we have a zero-sum game: you getting what you want guarantees I can't have what I want, so you're not allowed to ask for what you want."
2. "I cannot see how it is possible to have non-combat features that aren't simple and straightforward, so anything you change will necessarily create dramatic complexity, ruining my experience, so you're not allowed to ask for what you want."
That's why I've replied as I have. The first is people not wanting to be bothered, which they can quite easily do by...continuing to ignore any rules irrelevant to their interests. It is pointless to design the game around what people
refuse to interact with. The second is....simply a disagreement about the implementation of rules
that do not exist, which is hella premature and comes across as arguing in bad faith. Presuming that the things someone wants cannot possibly be compatible with your interests, and thus
they must be the ones to
always compromise without question, is not kosher. If you want to hear why people pursue what they do, granting the possibility that their desires can be fulfilled without destroying the things you like is kinda step 1 on that road.
No. I didn't ask for examples. I already understand what you want. I don't understand why you want it so badly.
Because D&D needs to be big-tent; the designers
said it was big-tent; the players
demanded that it be big-tent; the rules
present themselves as big-tent. Because, if D&D is to survive, it cannot afford to pigeonhole archetypes. And yes, a Fighter that is
not equipped to do things outside of combat, other than things
literally everyone can do, is pigeonholed. Either they should admit that, or address it, but
something has to change.
I am philosophically opposed to class design that does not
say, but in practice
provides, "you, Myrmidon, you don't get anything for participating in key parts of the game." I
disagree with design that openly goes that direction for tabletop gaming meant to be long-term (e.g. not a Pandemic game, where you're meant to start and finish in a single sitting, but stuff like D&D, where playing a dozen sessions would be on the low end of intended play experience), but if the game is at least honest about doing that, I can accept that that's just a game not interested in providing what I'm looking for. And yes, this is an extremely deep philosophical commitment on my part; I genuinely believe that it makes games
worse to provide archetypes that are simply not furnished with meaningful tools to interact with core, fundamental gameplay loops.
And since I know this will invite this criticism because
it always does, no, "things everyone gets" are
not enough, not in the game of 5e as designed. They could have been, in theory, but in practice the things everyone gets are such piddly-nothing stuff compared to what actual dedicated class features look like that I cannot accept them. It would require a FAR more radical re-design of 5e to get the common features up to the level that I'd be happy with them, and because I'm aware that's a non-starter for most folks, I don't even bother pursuing that avenue.
I still don't understand what exactly you're missing by not playing that character you want in D&D. And how missing that is gamebreaking for you rather than just a mild inconvenience.
What makes this a big deal?
Because D&D, as a game, is something I care about, and would like to feel included in, and have been
told I'm supposed to feel included in. Because D&D, as a historical entity, has struggled with this specific issue for
literally decades and it
still remains an issue, even though multiple systems (DW, 4e, and 13A, to name a few) have solved it quite nicely. Because D&D, as a product, is marketed as a band of adventurers, peers joining together for mutual benefit, not Casters & Caddies.
Like...there's literally not much more to it. My beliefs regarding how cooperative multiplayer game design should work inform this. My emotional investment in this specific subculture, and the explicit statements of the people creating the game associated with that subculture, inform it. My understanding of what D&D is "supposed" to be,
as stated by the creators themselves, inform it.
How is that difficult to grasp? I care about it for the same reason I care about the design of classes in FFXIV--I play the game, I spend a lot of my time interacting with the community, I read and understand the statements made by the developers, and I advocate for the things I like and criticize the things I don't. What more do I need? Why do I need to
justify to you
why I want this?
Honestly this is kind of hilarious given the way things worked out with 4e. Because y'know what one of the biggest criticisms of 4e was? "I can't play a Fighter who does damage" (prior to the Slayer subclass anyway).
"Okay but...you can? Fighters are one of the highest-damage classes that aren't straight-up Strikers, and you can easily build to do even more damage."
"Yes but I can't choose not to be a Defender."
"Oh, well then what you actually want is a Ranger, they're a really good Martial Striker."
"NO, that's NOT what I want, I want a FIGHTER, I want it to SAY 'Fighter' on my character sheet and be a kick-ass attacker."
"Oh...okay...but like...you'll
actually, truly get everything you want if you just accept that 'Ranger' is the name for the thing you want to play, a person who kicks huge ass with mighty thews and pure skill with weapons, no supernatural power required."
"No, it MUST be an ACTUAL Fighter or it's not acceptable."
"Alright, well, guess you got what you wanted with Slayer."
So now when I say, "Okay, well, if there's no roles, I want Fighters to be able to meaningfully contribute to non-combat, just like others balked at Fighters that had innate Defender features before," I'm told that I'm the wrong and bad one for wanting to piss in casual players' cheerios.
Maybe, if such casual play is so goddamn important, we should have
more than one class to carry that weight?
Despite how it sounds, I have faith that there must be some reason why the absence of this theoretical fighter causes such a huge stir in the community. But I can't tell if that reason is something I should be rallied behind or not.
People come up with huge arguments sometimes to put others down. I don't really care about the well-being of WoTC but I'm not going to blindly rally behind some argument that was generated for no purpose than to express hate to it. That's just not very motivating to me.
I have done my best to avoid any such arguments, hence why I focus on the actual statements made by the developers (e.g. referring to D&D Next/5e as a "big tent" edition, the books explicitly treating the classes as peers) or on abstract principles of game design (e.g. "how should a cooperative game be designed?") That way, I literally
cannot be putting anyone down.
People get so mad about this, but for what? Where's the anger coming from. How is it this frustrating that even a thread that started with an innocent basis goes up to 45 pages in less than a week?
Because this is an issue that's been simmering for twenty years. 4e addressed it. 5e reverted most of that. People are sick and tired of feeling like saying "I prefer playing Fighters" makes you a second-class citizen of D&D-land. Feeling marginalized and forced to either play along or put up with just straight
less than others get sucks. It turns what should be a delightful funtime experience into a constant reminder that the things you like are "supposed" to suck compared to Magic, because Magic Is Awesome And Always Will Be.
Not to mention, If I were to make a homebrew class with a martial, this debate would seep into the homebrew idea. You said it yourself, the critics can tear the homebrew apart. But why? Why can't I just make my contest-based martial without it being the "fix" to the martial debate?
Well, that's gonna happen even if you're making homebrew in a relatively uncontroversial portion of the game. The problem there is that pursuit of change invites
anyone who's interested in change to comment--and thus the internet, with its characteristic heedlessness, will summon the entire spectrum of people who have feelings about change. Both the extreme "all change is bad, do nothing" and "nothing is good, change everything" and everything in between. When there's already such hardened lines, the battlefield breaks out anywhere someone brings up the possibility of changes.
My response to you specifically got way overlong, so I'm posting this now, and will reply to the other quotes I'd collected after. And...yeah I'm not even going to bother trying to catch up to the posts made in between. If it matters, I'll check them out later, but for now the thread is moving too fast for me to 100% keep up.