Neonchameleon
Legend
This response is fairly consistent with those brought up in other forums when I've presented a case of a "mix-mashed" character type that doesn't fall quite exactly within the parameters of a set class. I'm not saying it's not an appropriate, logical response . . . but it's also interesting to me that I've had two conflicting stories from 4e "regulars" about how powers and class relate to character concept. I've had at least 6-8 players at various times, both in person and in forums like this one, state that "Your class doesn't matter, it's just a collection of combat powers, pick the one that you think makes you fight the way you want." Yet Manbearcat and permerton are discussing 4e classes (and their associated powers) as being part and parcel with a "thematic archetype," something which allows players to build on a very specific kind of narrative play.
The first response tends to be in answer to one single specific and irritating criticism. "I want to use every single weapon possible in a vanilla manner and I want to be called a fighter because that's what they were called in 3.X". The response is almost invariably (or at least was before Essentials) "Play a ranger. That's your new vanilla combat class. And stop getting hung up on the word 'Fighter'. The class name 'fighter' doesn't matter." And indeed the name 'fighter' doesn't matter. What matters is the character concept. And sometimes, just sometimes the character concept moves from one class into another - the 2e fighter was a specialist with specific weapons while the 1e fighter was good with anything he knew how to use, and the 3e fighter had a lot of tricks.
This is because the 4e fighter is absolutely dripping with flavour, unlike their 3.X counterpart. The 4e fighter's flavour is Melee Badass and almost everything including the marking/punishment mechanics supports this (take your eye off the fighter for one fraction of a second and you're giving the fighter an opportunity). And the 4e PHB Ranger is (a) the second blandest class in 4e (exceeded only by the Slayer) and (b) one of the very few classes to be more bland than their 3e counterpart. When people want to be an all-round weapon user rather than a melee badass they need to change class - and this does not matter. The classes have slightly different meanings in each edition.
A class is a collection of powers and abilities. But each building block of those powers weaves the theme of the class into the class itself. If the abilities you want are not part of that class you probably don't want the class in the first place.
But I play with strangers all the time. If I run 1e, there is the problem that playing an (eg) Cavalier the way UA fluff/instructions says to do so is literally suicidal. Players are incenivised to work around the restrictions of Paladin, Druid etc. Whereas with 4e the powers mechanically support the thematics of the class. There is no incentive to playing against type - your cowardy self-serving paladin with Virtue of Valour will be mechanically weaker than a paladin played according to the thematics of his powers. Same for Rogues etc.
So the situation you posit, common in 1e-3e, just doesn't come up in practice. The player would have to be actively hostile to the GM, to the game table, to his own PC - willing to give up power in order to not play the character he chose to play via class power selection.
This. A thousand times this. It's one of the two fundamental criticisms I have of 1e, and the other one is closely related (the incentives to play an antagonistic PC like a barbarian, a paladin, an assassin, a rogue who steals from his own party (or even worse a #@*& Kender)). Both criticisms are, of course, something you can avoid fairly easily.