Originally Posted by Flooter
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!

These are valid points but I can’t agree. It goes against the very essence of D&D; if each class can do everything then there really is no reason to have classes at all. Anyway, since when it was boring doing what you're good at? I think that says more about the player than the system.

I’m not into this homogenisation at all.