Im talking about every fighter needing only Str and Con, every Wiz only needing Int and Dex, etc... Multiclassing being hybrid focused so you cant stray too far from the intended role path design.
Then this doesn't apply to 4e. Fighters and Wizards were in fact some of the most diverse classes there. Strength was a common point, but there are Fighter builds that ask for Dex, Con, or Wis. I was quite taken with the Wis one, myself. Meanwhile, while all Wizards wanted Int (as is still the case in 5e), Dex, Cha, Con, and Wis all got their own builds, e.g. Charisma was related to using illusions, while Constitution was about defensive magic.
I like a class that can choose how its good at defense. Well armored with a shield? Quick agility making you hard to hit in the first place? Lots of Con allowing you to soak damage? I want all these just in the fighter alone. Please don't tell me to play a rogue or barbarian instead. I want them to have options as well!
That was also a thing in 4e. Going for high Con as a Rogue would be a risk, since you would likely be sacrificing your ability to do your core shtick, but that's not somehow untrue in 5e either.
Fighter is a defender, Cleric is a leader, Wizard is a controller, Rogue is a striker, etc... Hybrid multiclass keeps your focus on the class choice at level 1, but allows you a toe dip into something else but keeps you on the role designed path. I want to make a fighter striker, controller, and/or leader if I want.
What does that
do, though? Like what does it
mean to be a "fighter striker"? A "fighter leader"? What
are those things?
And if they look exactly the same as (say) a Ranger or a Warlord, why is it such a problem to play the things specifically designed to be the thing you're asking for?
Or, alternatively, if you build up to that over time with alternate features, items, and feats, how does that not achieve what you ask for?
I also want to be able to multiclass and do the roles in all new and unexpected ways. I dont want the system to tell me the game is played in one expected way.
Okay...well...4e let you multiclass. And it didn't tell you the game is played in one expected way. Like it literally didn't do that. It told people what was an
effective thing to do, and let them make their own decisions.
A Fighter that deals a ridiculous amount of damage is perfectly doable. One that can do the full Leader suite without any MC or other such stuff would be pretty hard, but that's just as true in 5e (arguably moreso; the only actual 5e "support" subclass for Fighters
sucks.)
It's true the hype specialization is a great weakness of 3E. I still appreciate that it allows the flexibility in design and would like a game that values that concept. I blame the math more than the character options and choice, or lack thereof.
You got me all wrong, which is why I think the roles discussion is a poor one to begin with. I want every class to have options in every pillar. Yes, I know this has not been realized in any edition to date, in my experience of course.
I mean, it was realized in a particular edition, but it's rather hard to explain that to folks who hear that a class has a role and think "oh, so you're NEVER EVER allowed to do ANYTHING else?" rather than what it actually means, which is, "You start out equipped to do this thing; decide what you'd like to do from there, and build toward it if you want."