Originally Posted by GM4Him
Over and over again, the uniqueness of EVERYTHING is being stripped from it in D&D. [...]
EVERY class is virtually pointless. EVERYONE wins a medal and can fill the role of every other character.

Devil's advocate : these design decisions have a positive gameplay impact.

1) Giving each character more abilities means that every turn is more likely to contain an interesting, meaningful decision. For example, my ranger gets boring just casting hunter's mark and shooting his bow. Sure glad I've got all these scrolls, potions and weapon abilities to play with!

2) Blurring the distinction between classes helps alleviate the RNG inherent in the initiative order. For example, the rogue really needs healing but it's the fighter's turn and the cleric will go after 6 goblins. Sure glad I can throw a healing potion!


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