As I remember it 3.x sneak damage is similar to 5E sneak damage in that it barely allows the rogue to catch up to the average for a decently minmaxxed character.
Plus of course all the gotchas - there was a lot of monsters that represented a "screw you" to rogues by being immune or nearly so to sneak damage...
I could misremember but isn't 5E actually an improvement over 3E...?
In a lot of ways, 5e is a lateral from 3.5, and the Rogue is one of them. The 5e Rogue can count on SA working against a wider range of foes, but he can't snowball SA damage with iterative attacks, he doesn't get a huge advantage in number of skills or skill points but does get expertise.
I really don't wish to bring 4E into the discussion.
It's an example of D&D when the game was, however briefly & unpopularly, delivering class balance and, more to the point, the strongest role support for the defensive fighter/offensive rogue dynamic you said you were hoping would 'finally' appear in PF2. No "finally" when it was already done 10 years ago.
I do not believ you disagree when I say everybody agrees the 3.x Fighter is a bare-bones character that misses out on all the supernatural goodness that D&D offers.
I disagree with 'bare bones' and 'goodness.' The 3.x fighter was wonderfully customizeable, and perhaps the strongest example of D&D every being 'simple' to the point of /elegance/. That it lacked the profound brokenness of classes with supernatural power - "supernatural badness," let's say - is just a matter of being all alone as a good class design (though I'd argue the 3e Sorcerer was also as good a design as could be hoped for while leveraging wizard legacy spells).
5E makes Fighters much more empowered in contrast. Not so much by boosting the actual Fighters (although Action Surge is a great feature for a class-defining ability), but by restricting and constraining everybody else's magic.
Not to a meaningful degree. First of all, 5e loosens restrictions on magic. 5e casters enjoy spontaneous casting, prepped casting, out-of-combat slotless ritual casting, /and/ at-will cantrips, for instance. Access to at-will or 'free' out-of-combat magic is something TSR era casters didn't get, at all (and greatly coveted), and 3e casters barely got a taste of late in the ed. Spontaneous casting was the 3e Socrecer's whole schtick, and such a profound advantage, that even crippled by few spells known, it was a pretty serious Tier 2 class. And the sheer number of daily slots 5e casters gets dwarfs the availability (and power) of dailies 4e classes got.
Then consider casting spells successfully - casting in melee in 1e was a rules nightmare and the physical restrictions imposed by components were very tight, in 2e hardly better, in 3e required a cheese-able Concentration check, in 4e, at least provoked like all range/area attacks, and in 5e, nuth'n, you just cast. 5e 'Concentration' is restricted to a very small number of spells, some of them quite powerful, and is much less restrictive than the 1e version (which was less formal, but very restrictive, with any hit ending concentration on a spell with that duration) and less common than the 4e version (which required you expend an action every round to maintain such spells). (Concentration was really another lateral move, it means that casters can't load up on pre-cast spells the way that was de rigur in 3.x, but, along with BA, it also means they don't /need/ to, the demand on spell slots is much lower, giving them more flexibility to use every slot optimally.)
Compared to any and every other edition, 5e casters have it pretty easy. The reduction in sheer numbers of spells to choose from relative to 3.5 makes system mastery less of a factor in creating an effective caster, but there are still very good spells. The (Over) power(edness) of the most potent 5e spells is arguably dialed down from 3e, when casters were insanely OP, but also dialed way up from 4e, when casters were nearly-balanced.
Yes that's the point. By giving everybody good offense they have missed a great opportunity to add variety to the inter-party interaction.
Yep. It's a design choice that helps accessibility - a new/casual player is less likely to feel left out because his off-the rack character feels non-contributing in combat for want of big damage numbers - at the cost of role-support (but then there are no roles, so no foul, right?).
(And to be specific: yet again hoses the rogue except in those parties where everybody is okay with the rogue player hogging the spotlight by sneaking off alone. Meaning that by not giving everybody good offense you can bring back the rogue to the fold - that is: granting it party-centric as opposed to individualistic abilities.
Though it lost SC's, 5e retained the group check, and, between that and BA, a DM can let the whole party participate in many of the activities that in other eds might have been rogue-solo. I guess that further 'hoses' the rogue, in the sense you mean, though. ;(
Of course, this scheme still falls apart if other classes outshine it in the DPS area. Which is why I believe that the Rogue - with access to little to no magics - needs to be the king of DPS. Everybody else, Paladins, Warlocks etc have other tricks up their sleeve.
Then there's the Fighter with even fewer tricks than the rogue - and the barbarian, for that, matter, is pretty trick-less, even if he does have sleeves, which seems far from certain given the stereotypes.
Absolutely. Doesn't mean we can't hope for something more ambitious and tactically interesting than 5E!
I think that's an entirely justifiable hope, given Paizo's record. Certainly moreso than trying to hold onto any hopes regarding 5e & WotC.
3E fighter got flak for sucking as 2E had really good fighters by comparison. Wasn't a lack of aggro that was the problem but things like how saves scaled, spells being buffed, all classes leveling up at the same rate broke the game.
Well, and 2e fighters doing absurd damage by combining multiple attacks from leveling, (double) specialization, and TWF. And, at first, with things like Bull's Strength being very long-duration and ideal to give to an already-high-STR character, the spells didn't entirely hurt, either. The 'lack of aggro' was something noticed by the growing portion of the fanbase that was familiar with MMOs - to us old-timers (who were already old-timers in 2000, that is), it was just SOP for the players to put the fighter in front, and the DM to have the monsters attack said fighter.
Nothing about everyone finally getting on one exp chart broke class balance let alone the game, though, it just made it easier to compare just how imbalanced the classes were.
Overall, 3.x/d20/PF was a huge improvement over the WotC era - the mechanics were simpler, clearer & more consistent and players got many more options, some of them even meaningful.
There were just some giant-sized holes in 3.x that system masters could exploit.