I don't think that's necessarily true within the scope of this topic though. Another way of phrasing what OP wants is "how can we make each class distinct?" It's a separate question from characters, because there are a number of ways to make characters themselves unique, not the least of which is simply roleplaying them differently, which requires no mechanical distinction at all. The question does require that you are able to roll with the idea that having classes stand out from each other mechanically is a good thing. I'm getting that some people don't care as much about that, but then that's what the (+) is for: to keep the whole thread from devolving into bickering over whether the base premise is worth discussing in the first place.
Well said! I will add that while I am for uniqueness, some degree of overlap is going to happen, even essential really, for the game to function. I just don't see the need for
so much overlap when things could be easily more distinct.
So as for making classes distinct. I think there are two basic approaches you can take. First is niche protection. This I think is an easier if limiting way to do it since there are only so many classes you can make this way before you either get duplication of niches or a blurring of lines, both of which contribute to the homogenization of classes. It really means you go back to TSR era classes, maybe even pre-AD&D. It's workable, but I think at that point, you may as well be playing an OSR game.
The other approach I can see, and the one I'd prefer, is fiction emulation. You take a concept, imagine how you'd want it to play out in a story (or just look at actual literature that is close to what you want), and then find a way to work that into the core mechanics. Instead of saying that a necromancer is a caster so it's built like a caster, you get rid of the idea of casters being standardized in the first place, and you look at what a necromancer is supposed to do. You do the same with the fighter. Is the fighter a duelist? A soldier? A commander? Would all three be built the same way? How might a warrior class structure work differently than a caster class structure? In what ways to martial characters in fiction change throughout the story?
While I mostly agree, I will add a third approach, which is what I believe WotC
meant to accomplish and to a
certain degree, did well:
The things between classes that are not meant to be samey involves a certain degree of niche protection. Returning to the basic core classes does this well: Cleric, Fighter, Rogue, Wizard. Each is more than distinct enough to avoid sameyness IMO. This is your first approach.
The second approach is the inclusion of subclasses. This is what is meant to make individual PCs of the same class feel less samey from another PC of the same class. This to a degree is really more your second approach.
Where WotC failed IMO is allowing too much overlap in the core classes and not providing enough distinction in the subclasses. With some classes, the subclasses are basically an after thought.
Now, they did well in some ways, with each class having its own "thing" (Barbarians rage, Sorcerers have metamagic, etc.) but with Tasha's some of that even has been stripped away (not good if you want to
reduce sameyness!). Spell lists are a travesty of sameyness, with less than 30% unique spells with the sources I have. Again, Tasha's increased the spell lists for many classes, increasing overlap even
more! I mean, Sorcerer's had only ONE unique spell (Chaos Bolt) and all their other spells were Wizard spells. That is pathetic design IMO and shows a horrible lack of concern for keeping classes feeling as distinct as possible.
A lot more could also have been done with Backgrounds, IMO, to allow distinction between PCs of the same class, but instead of being a core component of your PC, it was boiled down to basically bonus proficiencies for your class.
Otherwise, it comes down to how you play your character.