We have been playing 4E for a little while (the group should hit level 3 next session) and most of the players are sold on it.
But I have one player who is coming around slowly - he has gone from hating it, to simply feeling like it is a good game, but is still missing 'something' compared to the previous editions (he is a returning player most familiar with the AD&D game).
Further discussion seems to show that it is the unique feel of the different classes that seems to be missing. The powers themselves are not that different, and - more significantly, I think - the ability of other classes (especially when they are Eladrin) to 'steal' the iconic skills of one class tends to erase the differences between the classes. There is little about the Ranger class that really makes it feel like a "ranger", rather than simply a dual-wielding/bow-wielding combatant.
The result is an Eladrin Ranger who is trained in Arcana stepping on the toes of the Eladrin Wizard who is trained in Thievery, etc. The powers and their mechanics are already similar enough, and then add in the fact - aside from differences in class skill lists - that trained is trained, regardless of class.
My question is: Has anyone given any thought to ways, especially non-combat ways (since combat itself is fairly well balanced and I'm not anxious to mess with combat much) to restore some of the flavor to these classes.
IMHO, a rogue trained in thievery should be better than a member of any other class trained in thievery (at least at some sub-uses of the skill, and more so than simply that due to their difference in ability scores). A wizard trained in arcana should be better at some uses of the skill than a member of any other class trained in arcana. Etc.
For each class, there ought to be certain non-combat tasks at which they excel when compared to the other classes. And these need not be specific to the class, but perhaps could be specific to the rogue, or to the wizard (or to the ranger, warlock or whatever).
Perhaps the rogue can choose one of Disable Trap, Open Lock, Pick Pocket, or Sleight of Hand in which they are particularily able - exceeding the abilities of a trained member of another class? Or perhaps the ability to identify a magic item is restricted to wizards only? Etc.
And, of course, whatever is done must be done for all classes in some way (at least all classes currently in my group - a wizard, rogue, paladin, ranger and warlord).
Does anyone else think that the 4E rules are a bit over homogenized and missing flavor, and if so - how would you go about fixing it?
Carl
But I have one player who is coming around slowly - he has gone from hating it, to simply feeling like it is a good game, but is still missing 'something' compared to the previous editions (he is a returning player most familiar with the AD&D game).
Further discussion seems to show that it is the unique feel of the different classes that seems to be missing. The powers themselves are not that different, and - more significantly, I think - the ability of other classes (especially when they are Eladrin) to 'steal' the iconic skills of one class tends to erase the differences between the classes. There is little about the Ranger class that really makes it feel like a "ranger", rather than simply a dual-wielding/bow-wielding combatant.
The result is an Eladrin Ranger who is trained in Arcana stepping on the toes of the Eladrin Wizard who is trained in Thievery, etc. The powers and their mechanics are already similar enough, and then add in the fact - aside from differences in class skill lists - that trained is trained, regardless of class.
My question is: Has anyone given any thought to ways, especially non-combat ways (since combat itself is fairly well balanced and I'm not anxious to mess with combat much) to restore some of the flavor to these classes.
IMHO, a rogue trained in thievery should be better than a member of any other class trained in thievery (at least at some sub-uses of the skill, and more so than simply that due to their difference in ability scores). A wizard trained in arcana should be better at some uses of the skill than a member of any other class trained in arcana. Etc.
For each class, there ought to be certain non-combat tasks at which they excel when compared to the other classes. And these need not be specific to the class, but perhaps could be specific to the rogue, or to the wizard (or to the ranger, warlock or whatever).
Perhaps the rogue can choose one of Disable Trap, Open Lock, Pick Pocket, or Sleight of Hand in which they are particularily able - exceeding the abilities of a trained member of another class? Or perhaps the ability to identify a magic item is restricted to wizards only? Etc.
And, of course, whatever is done must be done for all classes in some way (at least all classes currently in my group - a wizard, rogue, paladin, ranger and warlord).
Does anyone else think that the 4E rules are a bit over homogenized and missing flavor, and if so - how would you go about fixing it?
Carl