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But you can answer this question yourself. Which do you think is more op? Swinging your sword two more times? Or summoning a castle ontop of your enemies. What about the ability to create an alternate dimension? What about the ability to create two bags of holding and throw them into eachother to destroy any enemy. Or the ability to plane shift a creature out of your campaign to never have to bother dealing with them again.
Wizard is the go to example because they get fireball at level 3 and wish at level 17, which are, by unanimous decision, the most powerful spells in the game.
Rogues, fighters, hunters, paladins, barbarians, they arent going to have that kind of power.
But, a level 20 cleric can summon his God to actually smite you. Literally. No roll. no check. He can just do it. He summons a God.
Druids can pretty much wild shape at will, gaining hundreds and hundreds of hit points, making them basically unkillable
wizards, bards, sorcerers, and warlocks are all full casters, same as the cleric and the druid, and as a result get access to magic that is so overwhelmingly powerful that a fighter or barbarian swinging two extra times and having extra hit points just isnt enough to compete.
Sure, in a one on one fight, maybe a fighter kills a wizard. Maybe a barbarian kills a bard. But that bard could just mass suggestion an army into killing the barbarian, he wouldnt even have to fight you. Better yet, he could just suggest YOU. The wizard will just unmake reality or something. Clerics and Wizards could both animate an undead army. Druids can summon an army of forest creatures. Sorcerers can wipe out an entire city, no saving throw, no skill check, they just do it.
Magic is magic man. A martial class might be great with a sword, maybe they are tough, maybe they kill your caster in a one on one fight, thing about casters is though, they never have to engage in a one on one straight fight. I mean the sorcerer can just wipe you out of existence from one town over before you even know you're in a fight. Theres nothing that any martial class gets that comes anywhere close to the power of some of the early level spells like fireball, let alone 9th level spells that make you an actual God.
and, be careful about calling yourself a God. Because my cleric might just summon you to fight for him.
The thing that Fighters can do ever since the original editions is use any weapon they want. This compounds in terms of power when you have specialized weapon that are critical to certain scenarios. This was ESPECIALLY noticeable in 3.5 edition, where even in the Dungeons and Dragons Online MMORPG you will have fighters/paladin/etc sporting multiple weapons in their inventory and hotswapping between them depending on the enemy. Sure, you might not have ice spells, but you can have a greatsword with an icy burst enchantment that does massive cold damage to use on red dragons that are weak to cold.
This isn't exactly illustrated well in 5e given the muted effects of item power but it still remains true that fighters are flexible in their weapon types and can easily rock polearms, sword and shield, or longbows according to the situation. If all of those weapons have unique enchantments then you can also tailor the ones you want to the encounter. Unlike wizards, you also don't waste damage overkilling enemies because you can move between them to exercise your extra attacks, dividing dice judiciously between foes.
In short, you have to see fighters as weapon masters. The more weapons you've mastered and carry, the more useful they are.
Also it all really depends on itemization. Martial classes are much more dependent on good weapon and armour choices. Otherwise STR character would suffer to DEX due it being in general more potent stat.
There are many things that can change weight of balance between classes and builds.
Barbarians capstone literally lets them break the stat rules of the game and gives them 24 Strength and 24 Con.
You guys can say magic is magic all you want, but a barb grapples a Wizard and they’re dead.
If full casters are left to their own devices at level 20 sure they can do amazing things. But martial classes are very underrated here. A Wizard is a boss but a 20 Gloomstalker will literally kill them before they even know they’re in combat.
Barbarians ability to infinite rage combined with all the bonuses they have at that point meant they were basically the incredible hulk.
Rogues were just hilariously hard to kill by most conventional means. Trap a rogue in a cage and launch fireballs at them all day and watch them take no damage somehow.
Casters were of course still considered the top of the power pyramid at 20 because of things like Wish and Divine Intervention, but it's also worth considering that it's not like they're firing those off every round. Big deal spells yes but steep cost.
I never really found high level play all that fun. It really became a game of save vs. death as everyone and everything became too BA to be effectively dealt with any other way.
And the thing is that Wizards & Fighters are not balanced between themselves along the levels. Fighters would start really strong, and keep getting steadily strong the more levels they got. Wizards would start really, REALLY weak and would grow in power to surpass the fighters. This was obviously way more explicit in older editions, but it was still present in the third edition and it is present in the current edition.
In other words, casters > fighters in basically any edition of D&D when you're talking about very high levels like 20th.
But the thing also was that a wizard could never survive without some fighters to fight for them. You couldn't expect to have a party with only wizards and expect to survive to become powerful. Balance was always changing throughout the levels.
This too has changed along the editions, and nowadays wizards can even cast infinite spells and have better firepower in the first levels, but also are not as powerful as they once were.
In other words, many other classes will do otherworldly things, monks will understand any language known to man, fighters will do absurd physical feats, etc... But the wizard is undeterred.