EzekielRaiden
Follower of the Way
Alright. Sounds like I simply wasn't getting what you were trying to say.I'm not really speaking to effectiveness in and of itself - rather, inter-class balance. (And, to be sure, I do think a better-balanced D&D would be a better-designed D&D, as per my remarks on another thread discussing a related topic.)
Contrary to your paraphrase ("players really don't care at all about effectiveness, only concept"), which I must point out is... not really related at all to what I wrote, I would expect that players who prioritise "realise a character concept that feels awesome in play" for their gameplay experience actually are going to be concerned with effectiveness, and are, of necessity, going to be unsatisfied if a character class or subclass that intuitively seems like it ought to be the correct choice for any given character concept is not up to the task. A character who is ineffective as a result of their subclass isn't going to feel very awesome in play, after all.
For instance, I expect, say, berserkers don't score poorly on player satisfaction surveys because clerics or druids or wizards have a wider breadth of capabilities. I expect they score poorly on such surveys because they can't even enable playing a berserker the way you would expect to play them - e.g. frenzying as often as possible and striking fear into the hearts of your enemies. (The berserker is notoriously terrible at that last option, being able to use an entire action to maybe make one creature frightened of them.)
So while I would agree inter-class balance matters, and for good reason, there is a certain extent to which it only matters if it matters to the player base writ large.
That is: "feel awesome" is not simply someone saying, frex, "I feel like a berserker doing cool berserker things." It is not exclusively a subjective judgment--it has a component relating to actually achieving your goals, in addition to the look/appearance/"feel" of something: "I feel like a berserker doing cool berserker things that achieve my goals." Which is, of course, the only useful definition of "balance"--that something achieves both (a) the goals for which it was designed, and (b) the goals the player is told that it should fulfill.
Hence why, for example, I have made such a big deal of the fact that D&D is fundamentally a game of:
- fantasy fiction (it features magic, relaxation of physical limitations, impossible feats, etc.)
- cooperative (it can be played competitively, but that is not a goal it is designed for today)
- teamwork (not simply people happening to adventure together--people working with one another to succeed)
role-playing (players will be expected, in some way, to act and/or think "as" their character) - where players will
- fight (central pillar 1: characters engage in interesting, meaningful conflict through force of arms and magic)
- explore (central pillar 2: characters engage in interesting, meaningful travel, typically through wilderness, ruin, and city)
- and socialize (central pillar 3: characters will act and react toward non-player entities in non-combat ways)