A question I wondered gameplay wise in both gaming and tabletop, is there a way to make fighters interesting and varied to play in a way that doesn't just make them magic knights?
In D&D 3.x & 5, no.
4e makes fighters into battle space dominators who soak up damage and then dish out punishment with opportunity attacks. They mark anything they attack - hit or miss - which means if the enemy doesn't attack the fighter they take a -2 to attack rolls. And if they are in OA range, the fighter gets to OA them even if the attack wouldn't normally provoke one.
The only real way to do it is to start borrowing from 2e.
4.0 is basically a video game, so I had fun playing a fighter in that because its built that way. Still, a caster will probably outshine it.
Only way casters outshine is really with rituals, and fighter can burn a feat and also cast rituals. Though strictly speaking they need to burn a second feat for Religon or Arcane.
I think the main thing that fucked balance is the removal of casting time as a limitation, so now there's no way to interrupt a magic user before they blow up half the board.
Agreed, the issue isn't that fighters get the shaft but that wizards can cast fireball in 6 seconds while sprinting.
And grognards too. There's no end to the complaining about classes not being balanced, or certain races being sub optimal.
There's balance and then there's balance.
5e (and 4e for that matter) just have a template for classes where you could really just build a race/class by picking options from these columns.
OTOH you have 3.5 where its just "be a wizard to get fucked", or pathfinder where its a Half-orc something was the powergamer meta.
tl;dr: not every race/class combo needs to have the same damage average in combat, but if you don't give every class something they're good at and something important they suck at, and don't make every race have some significant drawback, you just end up with a bunch of Half-Orc Fighters with Crossbow Expert.
"Great, but this isn't the actual medieval world, champ." should have been the response.
Pretty much.
@Jet Fuel Johnny
Con bonuses for non-martials tapped out at +2 unless the racial bonuses were +2 or +4, then it tapped out at +3/+4 respectively.
That's a solid idea.
I also added casting time where casters had to proclaim at the start of the round what they were casting and until 7th level had to proclaim their target creature or area at the beginning of the round. (Improved Initiative for casters became suddenly important) Their init turn was what they would normally get PLUS the level of the spell. They were casting from the beginning of the round till their modified initiative and could only take a single 5-foot step if it had a somatic component. If they got hit, it was a concentration check.
I think I'm going to do that if I ever end up doing 3.5 again.
I'd probably work in a target-swap/spell-swap mechanic and associated feat chains.
The last thing I always did was I flat out let them know "No, you don't get to pick a random spell out of the book when you level up and have your character pull it out of their ass." That got some screaming, but fuck those people, they can find a different game.
Lastly, I reintroduced "training", which meant time spent (3 days per level, 1,000 gp per level) and made guild and fraternal/sorority membership suddenly a huge deal, since it could reduce the cost and training time.
This is important stuff. Players should never get to pick their spell books, they need to earn it. I started doing my OSE games with random spells.
The only down side is then training becomes its own side quest and can derail a campaign.
I had cool backgrounds and shit, because I always assumed the PC's had a certain 'spark' that NPC's didn't that let them rise in power so quickly.
Solid agree. I like low-level games, but every single PC is an adventurer. No "I quit my account job and this the sword I bought yesterday", not even fresh-from-boot-camp. You might not be grizzled, but when the PCs step foot in the dungeon they expected to be reasonable adventurers who have seen some shit, and can do standard adventurer shit.
And there is always something special that makes them PCs. They are blessed by the gods to be the main characters. that's why they're PCs.
I also had some of those old grognards try to tell me back in the early 2000's that having a celebration for the party members at a small town they saved every year was stupid and dumb.
Only thing I'd mildly call bullshit on is the average fantasy town has a festival for everyone who saves them from destruction, there wouldn't be any non-holidays. But I think taking issue with it is just being overly greybeard.
Personally, I'd probably have the local authority throw them a feast to celebrate being saved and then take a page out of the Catholic handbook and just re-dedicate/add-to an existing feast/celebration. There should be some festival already dedicated to some local or national hero, so now in addition to the plays celebrating the life and times of St. Chadeaux de Tonnerrecoq, the troupes also perform an additional skit about the party's exploits.
In my current campaign, the party saved the region's bread-basket kingdom from invaders, and the reward was their daily food/lodgings costs are basically picked up by one merchant or another. They just have to be in the Inn's tavern for a few hours each morning/evening and they'll either be recognized or pointed out, and as thanks for saving their food business the merchant will pick up their tab. They are also understood to be the guests of honor at the yearly harvest festival.
Monetary-wise its not a huge boost, but it really gives some motivation and lets them feel like they are making an impact. Plus it saves fiddly shit. But its also not 100% free - they still have to be in the tavern long enough to be recognized (or be little entitled shits and announce their presence). The party had a bard for a time who would perform in the inn, so they'd just start up their "Ballad of the Party".
Its also fun because right after they got their ass-pats in the boonies, they wound up in a big city in another region where they got "literally who'd" because they'd never heard of the area much less its saviors. And then they got recognized by a merchant who thanked them for all they did. They're back in the region now, and enjoy that their reputation is spreading, while understanding their pond is quite small.