I get the feeling class choice is a fallacy.
There are a very limited number of roles in a dungeon party. Mind you, in 5E, where it is all "story gaming," and there isn't even a structure to dungeon exploration, with no time, resources, turns, or wandering monster checks needed, you are all just playing "soft pretend" and running pre-set combat encounters to give you the illusion of dungeoning.
You can play 5E like an OSR game, but you need to houserule the most important rules for dungeon exploration, and if you do not know them, you are back in story-gaming land, dealing with the Mad Hatter and the Cheshire Cat again as your Dungeon Masters, and you are being led by the nose through some adventure writer's story by the nose and shoved on that railroad.
If you did not know the terrible days of "modules on rails" of the AD&D 2E era, here we are again.
You have no dungeon turn structure in 5E, nor do you have any hexcrawl procedures. The game wasn't built for that. People port those ideas in from older editions, but they aren't there. The dungeon exploration turn structure is the reason we have class roles; that gameplay loop defines the game.
That dungeon turn procedure defines the resource game.
And the resource game defines the class roles.
In a game less about pretentious module-writer stories and more about sandbox dungeon exploration, the dungeon turn defines the experience. We forgot about this so completely that it took 5E players writing an entire new game (Shadowdark) to remind us of the beauty of this simple structure. While I love Shadowdark, BX does that all and more, without the need for out-of-game timers or table procedures.
Track time on the timesheet.
If a real-world discussion takes 30 minutes, tick off three turns on the timesheet.
Time tracking in BX is far easier than Shadowdark, and it is far more flexible. No phone or sand timers needed here. And you have the option to speed up time and mark off a dozen turns in the blink of an eye, if needed. If something takes two hours, we can just say it does, check off turns, make the rolls for wandering monsters, and pick up at that point. You can do this in Shadowdark, too, but it is built into BX as "the way." There is no real-time requirement here, yet time is just as important.
But the gameplay loop defines the class roles and structure. It sets the ground rules for the resource game.
This is not hard stuff; MMO designers know about this. Pen-and-paper game designers are happy to ignore it, since they can drone on and write new classes to infinity, and always give you something new to buy. The truth is, the more options and classes I have, the less viable dungeon crawling becomes, and the more towards a rules-light story game my game moves in the direction of.
Cleric, fighter, magic user, and thief.
The Fab Four of dungeon crawling.
John, George, Paul, and Ringo.
I do not need more than this. The bards, druids, illusionists, rangers, and other classes are fluff and distractions. They are not part of the core design. They bring fun stuff to the table for other types of play, and some are way too focused on one area and not others, such as bards monopolizing roleplay and interaction to the detriment of all other players. The modern designs of these classes often overdo it to an extent that they ruin the game for others or have such a narrowly defined niche that they are useless in a dungeon.
I like the other classes, and even the BX race-as-class options - they all bring something fun to the game.
But if I had to play without them, I could in a heartbeat. I don't need all these distractions. My games are better as a result. They are more focused, and the motivations are clear. The constant distractions of modern gaming and the too many choices that serve as shiny baubles meant to stimulate you are gone.
Yes, I am that "simple fighter" who "fights," but because I don't have rules for 1001 potential actions, I am not limited to that list of choices. I can do a million things as that fighter. Infinite things. I have more freedom of action with my BX fighter than I do with my 5E fighter. The rules are handcuffs in 5E. With every new book, they take options away from me. In BX, my fighter is an independent, free person of action and potential. Just because the rules don't explicitly lay out actions doesn't mean they can't be done.
BX is the complete opposite of Pathfinder 2. Pathfinder 2 has rules for pulling items out of pouches and packs. If they could, they would write rules for actions for coughing and sneezing. It is not a bad game, but this highlights the design focus and point of Pathfinder 2. That is a game where every conceivable action is laid out in the rules.
In BX, every conceivable action is laid out in my head.
There is a freedom in BX that no amount of page-count or rules can replicate.
Nor do I need infinite classes and infinite choices within them to give me "true player choice" and agency at the table. That one fighter could be "the archer" or "the gladiator." Or even "brawler" or "warmaster." Why do we need some game designer with a thesaurus making character classes, again?
What does that add to the game?
Or do all these thesaurus classes remove options from the fighter and relegate them to a boring and do-nothing class? If a fighter is my only choice, then that fighter is going to be so much more than these "every synonym and the kitchen sink" games designed by amateur influencer-gamer designers at these companies.
Do not invalidate the great classes in the game by designing "more fun ones" that "steal roles."
Is it that hard to see? Or do I need another 500 silly 5E character classes in my online designer to make the point sink in?