There is a difference between caring that something is popular vs using popularity as the only real metric.
The broader context though is that D&D is a property, a brand, that is controlled by a subsidiary of one of the largest toy manufacturers in the world whose literal bottom line is "units moved" (and an increasing attention to "continued buy in engagement from the consumer fan"). Almost every mass fan past time (comic books, movies etc) are ultimately sustained on a distribution scale level by handlers who think in literally gross terms of units. Niche, quality work within these spheres can be done as a craft. You see it occasionally here from an apprentice to master level in this community and even in small scale commercial work. But high quality craft just is not going to be a dominating factor behind the churn of the brand though because that care factor just isn't what it's ultimately about at the major publisher level. So, you take what you're given and you make it your own. And the community should be able to entertain the diversity of ways that come from that.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
... It becomes a morass that can only be decided one way: popularity. And as I said, a popularity contest is no way to design a cohesive game.
I'm just going to quote this piece for additional emphasis. Because this line, right here, is why nobody's really happy with 5e, despite the fact that everybody's happy enough with it to keep playing.
Wizards abdicated its responsibility for designing the game and handed that responsibility over to a seething, frothing ocean of churning madness with a billion mouths that cannot ever design anything because it's paralyzed by constant infighting. Popularity contests are awful game designers.
Yeah and see what happens when they dare to release something without asking. I've seen some extreme examples of people claiming that they are not considering Explorer's Guide to Wildemount as an official DND product because those classes and feats and spells didn't go through UA.
Wizards abdicated its responsibility for designing the game and handed that responsibility over to a seething, frothing ocean of churning madness with a billion mouths that cannot ever design anything because it's paralyzed by constant infighting. Popularity contests are awful game designers.
D&D is fundamentally an entertainment product, and the measure of entertainment is whether people like it. Now, there are different ways of filling the interest, but paying attention to what people want is not a failing.
As a game system, the biggest factor crippling 5e is that they can't fix some fundamental problems. Specifically, fighter vs spellcaster is broken in 5e, just like it was broken in every edition except 4e, because players rejected fixing the problem.
Not sure how true that is. In 4e they eliminated asymmetry in the battle between magic and melee and this is what the D&D community rejected.
Right, they rejected fixing the problem. In the end, there are two problems: it's impossible to balance daily powers vs at-will powers, and high-level spellcasters can cast amazing, epic spells that reshape reality, while fighters can... hit things fairly hard.
For many reasons, a "version" of D&D as a product is inevitable, though I find it rather strange that a major toy producer would roll the dice and gamble on such a forecast ignoring the empirical data of the market and rather use "poll" and other functionary data collected through the processes of asking the vocal minority which is essentially the method used to produce both 4th and 5th edition, for all intense and purposes both the most successful and biggest failure of modern franchise history.
I don't really fully understand why anyone would take such a gamble., Is it not more produent to instead simply approach the problem from a more analytical standpoint. I mean the D&D community is divided into various sectors but at the core of the problem is a pretty basic conception. Freedom of choice. Why not just produce a version of the game that gives everyone what they want rather then picking sides?
Could it be that they are looking at this and thinking that if they release something that is basic, expandable and caters to everyone's need it's basically a financial dead end for them? They achieve success and release several dozens splatbooks which will never sell as good as the core books because it's always the case...and then they are left with nothing? Maybe they simply don't want to look at "the ultimate DnD" where you release the Player's Handbook and 15 years later you use the same book with the same rules because well, maybe they think it won't sell a whole?
Maybe the point of DnD as a product is to release something that is good enough on the surface to satisfy the needs of the "here and now" and is sufficiently different from previous edition so that it can be sold?
Wizards abdicated its responsibility for designing the game and handed that responsibility over to a seething, frothing ocean of churning madness with a billion mouths that cannot ever design anything because it's paralyzed by constant infighting. Popularity contests are awful game designers.
D&D is fundamentally an entertainment product, and the measure of entertainment is whether people like it. Now, there are different ways of filling the interest, but paying attention to what people want is not a failing.
As a game system, the biggest factor crippling 5e is that they can't fix some fundamental problems. Specifically, fighter vs spellcaster is broken in 5e, just like it was broken in every edition except 4e, because players rejected fixing the problem.
Not sure how true that is. In 4e they eliminated asymmetry in the battle between magic and melee and this is what the D&D community rejected.
Right, they rejected fixing the problem. In the end, there are two problems: it's impossible to balance daily powers vs at-will powers, and high-level spellcasters can cast amazing, epic spells that reshape reality, while fighters can... hit things fairly hard.
People reject that because it usually involves nerfing spellcasters and as it happens casting amazing epic spells that reshape reality is kinda more exciting than something anyone can do even IRL with moderate amount of trouble ;-)
And to be honest? I don't blame them for thinking that. When I play a fantasy game, playing a flying, teleporting wizard who can ensnare people's minds and lock them in dimensional prisons feels far more exciting than swinging a sword.
In 5e at least they somewhat made the damage less disproportionate and the level of "brokeness" is far lower than in 3rd and 2nd edition, with hard limited spell slots, concentration spells and multiple saves for a disabling effect. And fighters being able to do stuff more exciting than "I run up to him and attack" or "oh, I am in range, then I can do FULL attack". For all the shit the Tome of Battle got for making fighters anime-like at least it gave them exciting techniques they could use that were actually semi-powerful. From what I can remember.
If they removed Wish and Simulacrum spells it would be even better without affecting wizard's level of excitement because they have many fun spells from those levels.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
For many reasons, a "version" of D&D as a product is inevitable, though I find it rather strange that a major toy producer would roll the dice and gamble on such a forecast ignoring the empirical data of the market and rather use "poll" and other functionary data collected through the processes of asking the vocal minority which is essentially the method used to produce both 4th and 5th edition, for all intense and purposes both the most successful and biggest failure of modern franchise history.
I don't really fully understand why anyone would take such a gamble., Is it not more produent to instead simply approach the problem from a more analytical standpoint. I mean the D&D community is divided into various sectors but at the core of the problem is a pretty basic conception. Freedom of choice. Why not just produce a version of the game that gives everyone what they want rather then picking sides?
Because it is literally impossible to 'give everyone what they want.' If anything, in this era of print on demand publishing and online publishing, I do not understand why they do not keep the older versions on the market.
Older editions are available, including as print on demand hardcovers for some titles via DriveThru RPG and other places where GMsGuild products are sold. Wizards isn't going to dedicate its own printing and distribution infrastructure, nor produce labor to support those lines content wise for labor capacity reasons.
In a way, we do live in an era where we can get everything we want if we're willing to put it together. Which is why the culture of complaints and castigation of fairly understandable business practices in the hobby seems lost on me.
... It becomes a morass that can only be decided one way: popularity. And as I said, a popularity contest is no way to design a cohesive game.
I'm just going to quote this piece for additional emphasis. Because this line, right here, is why nobody's really happy with 5e, despite the fact that everybody's happy enough with it to keep playing.
Wizards abdicated its responsibility for designing the game and handed that responsibility over to a seething, frothing ocean of churning madness with a billion mouths that cannot ever design anything because it's paralyzed by constant infighting. Popularity contests are awful game designers.
Yeah and see what happens when they dare to release something without asking. I've seen some extreme examples of people claiming that they are not considering Explorer's Guide to Wildemount as an official DND product because those classes and feats and spells didn't go through UA.
People not acknowledging a book, doesn't delegitimize the book if the book is consumed happily by the bulk of players not occupying that hard line. Some people don't like the book and refuse to use it, others do. Sounds like they've successfully introduced _options_ into the game. They're open enough to _options_ in the game that a whole hardcover is being published providing too options (lineage variants, and class variant systems) that considerably change core foundations to characters ... but they're options. Someone can still pick up the PHB and play within the bounds of race and class as presented therein, and they'll still be playing D&D.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
I agree I have heard people say that they are too OP but they aren't they have strong spells yeah but like Yamana said, they don't get much else. If you think they are too OP look at their health, it isn't very good.
Rollback Post to RevisionRollBack
What did Tennessee? The same thing as Arkansas. Too cheesy? I wil make you a new one without as much cheese.
Right, they rejected fixing the problem. In the end, there are two problems: it's impossible to balance daily powers vs at-will powers, and high-level spellcasters can cast amazing, epic spells that reshape reality, while fighters can... hit things fairly hard.
People reject that because it usually involves nerfing spellcasters and as it happens casting amazing epic spells that reshape reality is kinda more exciting than something anyone can do even IRL with moderate amount of trouble ;-)
Eh, there's also the option of making fighters able to do amazing epic feats as well (even the Book of Seven Swords and the 4e fighter didn't go quite far enough, but they did point out the basic direction needed).
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Yeah you have to read up on spells and I think that is fine. I know some people don't want to have to read the spells but like you said DDB makes it easier so it isn't as time consuming.
Rollback Post to RevisionRollBack
What did Tennessee? The same thing as Arkansas. Too cheesy? I wil make you a new one without as much cheese.
The other thing is that 5e still has a bit of the 'linear fighter, quadratic wizard' problem. Tier 1 spellcasters (other than moon druids, who don't get their power from spellcasting) are pretty meh.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
That's a bit harsh. You must remember, Eldritch Blast is basically the most OP spell in the game when used correctly. And damaging cantrips deal as much damage as a sword, easy. Lookin' at you, poison spray!
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
Did you perhaps mean "Particularly everything but Champion?" The Champion subclass offers exactly one choice during character advancement (level 10 fighting style) and adds zero options during combat (all your abilities are automatic). Literally every other subclass has more choices to make. As for human fighters, people make human fighters because they want a level 1 feat, the benefit pretty much expires by mid-level.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
Um, no, the fact that most fighters are human supports my point. And the fighter options just do not require the amount of deliberation Wizards have to go through after every rest. IN the PHB, there's literally a hundred pages of magic rules (each spell being a rule on how it's used) compared to the few options a Fighter has to choose when leveling up. For some reason you find the number of Fighters baffling, the answer's right in front of you with the race selection. It's the path of least resistance to game entry and the class that requires the least pregaming to play effectively.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
Um, no, the fact that most fighters are human supports my point. And the fighter options just do not require the amount of deliberation Wizards have to go through after every rest. IN the PHB, there's literally a hundred pages of magic rules (each spell being a rule on how it's used) compared to the few options a Fighter has to choose when leveling up. For some reason you find the number of Fighters baffling, the answer's right in front of you with the race selection. It's the path of least resistance to game entry and the class that requires the least pregaming to play effectively.
Um... The human is literally the most complicated race in the game, due to the "Variant". Also, you are assuming they are starting with the PHB - there is, after all, the Basic Rules, The Starter Kit and the Essentials Kit. But, no matter - we're going off-topic!
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
Did you perhaps mean "Particularly everything but Champion?" The Champion subclass offers exactly one choice during character advancement (level 10 fighting style) and adds zero options during combat (all your abilities are automatic). Literally every other subclass has more choices to make. As for human fighters, people make human fighters because they want a level 1 feat, the benefit pretty much expires by mid-level.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
Um, no, the fact that most fighters are human supports my point. And the fighter options just do not require the amount of deliberation Wizards have to go through after every rest. IN the PHB, there's literally a hundred pages of magic rules (each spell being a rule on how it's used) compared to the few options a Fighter has to choose when leveling up. For some reason you find the number of Fighters baffling, the answer's right in front of you with the race selection. It's the path of least resistance to game entry and the class that requires the least pregaming to play effectively.
Um... The human is literally the most complicated race in the game, due to the "Variant". Also, you are assuming they are starting with the PHB - there is, after all, the Basic Rules, The Starter Kit and the Essentials Kit. But, no matter - we're going off-topic!
No, the variant allows for a one time and relatively quick deliberation over stats. And you're being somehow both pedantic and inaccurate saying Fighters are not easier than Wizards if generated from any of the introductory kits, if that's where you're going with that last line of reasoning.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
To post a comment, please login or register a new account.
The broader context though is that D&D is a property, a brand, that is controlled by a subsidiary of one of the largest toy manufacturers in the world whose literal bottom line is "units moved" (and an increasing attention to "continued
buy inengagement from theconsumerfan"). Almost every mass fan past time (comic books, movies etc) are ultimately sustained on a distribution scale level by handlers who think in literally gross terms of units. Niche, quality work within these spheres can be done as a craft. You see it occasionally here from an apprentice to master level in this community and even in small scale commercial work. But high quality craft just is not going to be a dominating factor behind the churn of the brand though because that care factor just isn't what it's ultimately about at the major publisher level. So, you take what you're given and you make it your own. And the community should be able to entertain the diversity of ways that come from that.Jander Sunstar is the thinking person's Drizzt, fight me.
Yeah and see what happens when they dare to release something without asking. I've seen some extreme examples of people claiming that they are not considering Explorer's Guide to Wildemount as an official DND product because those classes and feats and spells didn't go through UA.
Right, they rejected fixing the problem. In the end, there are two problems: it's impossible to balance daily powers vs at-will powers, and high-level spellcasters can cast amazing, epic spells that reshape reality, while fighters can... hit things fairly hard.
Could it be that they are looking at this and thinking that if they release something that is basic, expandable and caters to everyone's need it's basically a financial dead end for them? They achieve success and release several dozens splatbooks which will never sell as good as the core books because it's always the case...and then they are left with nothing? Maybe they simply don't want to look at "the ultimate DnD" where you release the Player's Handbook and 15 years later you use the same book with the same rules because well, maybe they think it won't sell a whole?
Maybe the point of DnD as a product is to release something that is good enough on the surface to satisfy the needs of the "here and now" and is sufficiently different from previous edition so that it can be sold?
People reject that because it usually involves nerfing spellcasters and as it happens casting amazing epic spells that reshape reality is kinda more exciting than something anyone can do even IRL with moderate amount of trouble ;-)
And to be honest? I don't blame them for thinking that. When I play a fantasy game, playing a flying, teleporting wizard who can ensnare people's minds and lock them in dimensional prisons feels far more exciting than swinging a sword.
In 5e at least they somewhat made the damage less disproportionate and the level of "brokeness" is far lower than in 3rd and 2nd edition, with hard limited spell slots, concentration spells and multiple saves for a disabling effect. And fighters being able to do stuff more exciting than "I run up to him and attack" or "oh, I am in range, then I can do FULL attack". For all the shit the Tome of Battle got for making fighters anime-like at least it gave them exciting techniques they could use that were actually semi-powerful. From what I can remember.
If they removed Wish and Simulacrum spells it would be even better without affecting wizard's level of excitement because they have many fun spells from those levels.
I think wizards aren’t actually too OP... considering most statistics showing average players play Fighters, not wizards... Well, the wizards, despite having powerful spells, also don’t get much else. I think the spells are actually fine!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Older editions are available, including as print on demand hardcovers for some titles via DriveThru RPG and other places where GMsGuild products are sold. Wizards isn't going to dedicate its own printing and distribution infrastructure, nor produce labor to support those lines content wise for labor capacity reasons.
In a way, we do live in an era where we can get everything we want if we're willing to put it together. Which is why the culture of complaints and castigation of fairly understandable business practices in the hobby seems lost on me.
People not acknowledging a book, doesn't delegitimize the book if the book is consumed happily by the bulk of players not occupying that hard line. Some people don't like the book and refuse to use it, others do. Sounds like they've successfully introduced _options_ into the game. They're open enough to _options_ in the game that a whole hardcover is being published providing too options (lineage variants, and class variant systems) that considerably change core foundations to characters ... but they're options. Someone can still pick up the PHB and play within the bounds of race and class as presented therein, and they'll still be playing D&D.
Jander Sunstar is the thinking person's Drizzt, fight me.
I agree I have heard people say that they are too OP but they aren't they have strong spells yeah but like Yamana said, they don't get much else. If you think they are too OP look at their health, it isn't very good.
What did Tennessee? The same thing as Arkansas. Too cheesy? I wil make you a new one without as much cheese.
Eh, there's also the option of making fighters able to do amazing epic feats as well (even the Book of Seven Swords and the 4e fighter didn't go quite far enough, but they did point out the basic direction needed).
Fighters show up more often because they're easier to play. Wizards and other magic using classes are less popular because the player has to read up on spells etc, so the learning curve to play is harder. Wizards take more "prep time" when you're still getting use to spell system and selecting spells etc. The Fighter class allows easier entry into the game than Wizards, though tools like DDB actually do make spell prep easier than the pencil and paper days.
Jander Sunstar is the thinking person's Drizzt, fight me.
Yeah you have to read up on spells and I think that is fine. I know some people don't want to have to read the spells but like you said DDB makes it easier so it isn't as time consuming.
What did Tennessee? The same thing as Arkansas. Too cheesy? I wil make you a new one without as much cheese.
The other thing is that 5e still has a bit of the 'linear fighter, quadratic wizard' problem. Tier 1 spellcasters (other than moon druids, who don't get their power from spellcasting) are pretty meh.
A mutant class would be cool, where its like SIMIC Hybrid race, you pick features for each level
I would argue that, some of this is correct, however! Fighters (in particular Champion) have many, many options as well. In terms of size, you require more info to play a wizard, but in all fairness, wizards just flow a lot better. Also, this doesn't explain the fact that most fighters in DnD are... wait for it... HUMAN! I think that's mildly hilarious myself.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
That's a bit harsh. You must remember, Eldritch Blast is basically the most OP spell in the game when used correctly. And damaging cantrips deal as much damage as a sword, easy. Lookin' at you, poison spray!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Did you perhaps mean "Particularly everything but Champion?" The Champion subclass offers exactly one choice during character advancement (level 10 fighting style) and adds zero options during combat (all your abilities are automatic). Literally every other subclass has more choices to make. As for human fighters, people make human fighters because they want a level 1 feat, the benefit pretty much expires by mid-level.
Um, no, the fact that most fighters are human supports my point. And the fighter options just do not require the amount of deliberation Wizards have to go through after every rest. IN the PHB, there's literally a hundred pages of magic rules (each spell being a rule on how it's used) compared to the few options a Fighter has to choose when leveling up. For some reason you find the number of Fighters baffling, the answer's right in front of you with the race selection. It's the path of least resistance to game entry and the class that requires the least pregaming to play effectively.
Jander Sunstar is the thinking person's Drizzt, fight me.
Um... The human is literally the most complicated race in the game, due to the "Variant". Also, you are assuming they are starting with the PHB - there is, after all, the Basic Rules, The Starter Kit and the Essentials Kit. But, no matter - we're going off-topic!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Sorry, meant Battle Master! My mistake.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
No, the variant allows for a one time and relatively quick deliberation over stats. And you're being somehow both pedantic and inaccurate saying Fighters are not easier than Wizards if generated from any of the introductory kits, if that's where you're going with that last line of reasoning.
Jander Sunstar is the thinking person's Drizzt, fight me.