Quickleaf
Legend
Indeed. I'm looking at the rogue powers and they're just - move and attack, or attack in a burst/knock them down, or you slow the target, or something. Yawn.
Ranger ones are worse, because they're essentially Uber Twinstrike (but then, several of the Encounter powers are just Super Twinstrike).
I actually think that this sort of simplicity is a good thing.
IME player decision-making is harder in 4e because:
- Everyone essentially operates like a spellcaster in 3e; the palate of choices is vast.
- Reactions/Interrupts are widely available and cause rapid changes in game states, often throwing off what players had planned to do.
- Tracking conditions takes up brain space and are easily forgotten (even with markers).
These three factors make the 4e game environment different from any previous edition, and are, I believe, the primary culprits of grind. IOW it's not the math, it's the class design and to a lesser extent monster design.