Lago PARANOIA wrote:The thing is that the melee fighter is like
the easiest standard party archetype to counter. You can see this in games like, oh, every superhero TTRPG ever made. Even before we get into Yu-Gi-Ohesque 'I counter the counter of your trap card with SOLEMN JUDGMENT!' shenanigans, the melee character is already behind because they have to burn some of their counter resources on just protecting their archetype.
What I get here that screws melee combat:
1 - Melee is ubiquitous. In D&D terms, every creature (barring the funny exceptions) have a BAB and a "weapon damage" lines. Compare with how many creatures who have Caster Levels. It's almost as if melee is the boring last resort that everybody falls back to when they cannot
really contribute. The melee specialist then, has to deal with overcrowding in their element, while spellcasters live in a relative competition free environment.
2 - HP is depleted on like, every round of combat. Fighters need to spend resources just to fix this. In D&D, a fighter who does his job successfully will be hit. A wizard who does his job successfully won't. Just by this fact, is already stupid and unfair that both classes have the same HP regeneration mechanic. The fighter is punished by doing his job (if not the fighter, the cleric is, by being relegated to a MMO Healer mindset).
Now, while pretty much any game that uses melee combat has to provide melee specialists with bonus anyway -- thus making the Attack of Opportunity one of the greatest unsung innovations of 3E -- naked bonus accumulation fucks them over at an even greater rate than ranged specialists/spellcasters/troop leaders.
The melee specialist needs level appropriate defenses to remain viable. While my previous post talked about huge attack bonuses, that's only part of the picture. With only that, you obviously only gets glass cannons. Another landmark quality of melee heros is that they are too fucking stubborn, dumb or just hardcore to know they're dead, so they keep standing back to fight again. Again, boys' manga, superhero comics and action movies can't exist without these tropes, which go back to badass mythological and/or high fantasy heroes (from the top of my mind I remember that Balrogs had to dogpile Feanor to finally kill him).
If the high level hero is supposed to finally die over a huge pile of fallen enemies (or other suitably epic display of "oh shit, guy was hardcore"), then the rules should support that. They don't, currently. We know that a fighter "as is" is not even a challenging fight to ONE level appropriate foe after, say, level 7. As I understand, this shit started way back in the wargaming origins of D&D (where the fighting man seems to be directly ported from 'a soldier, like the other 79 in his company') with time, they kind of figured that that single soldier was supposed to be Conan and then King Arthur and then Hercules, but they never went about implementing it successfully.
D&D has suffered too long from a "you need to be a spellcaster this tall to play here" syndrom. Yet again, I think this has to do with its very origins, where the designers all played spellcasters and gave them the cool stuff while the fighting men subsisted on DM pity. This in turn may have poisoned a lot of derivative material, which in case of D&D, is pretty much everything else.
TL;DR; I'm saying that your assertion that melee fighters are "the easiest standard party archetype to counter", while undeniably true today, is something born from like 40 years of fapping too hard to Gandalf derivatives. And while the conclusion you arrives about that (the melee fighter is too poisoned to be salvageable) is perfectly valid, it's by no means the only one.