Utterly disagree.
What does a fighter do...he fights! What does a rogue do : all that handy "adventuring" stuff.
The more you try to blur this (fighters highly skillful outside of the fight, rogues really good in a fight) the more the game moves to the very thing which made 4e loose its shine for me. Our party basically ended up as six mages!!! They werent, their fluff was different, but when it came time for a fight, they all basically made the same contribution with minor variations. The power system, designed to enable balance, just created no division.
This is why Im delighted that the designers are looking back in time. To when we werent trying to make everyone capable of everything. When classes had clear ideas of what they did and their role (and no, Im NOT talking "combat" roles, which are just a statement in "this is an mmo/wargame, not an rpg"). Where characters were different and a player could learn to love it for being so, rather than being in a constant arms race with the guy next to him.
You have to go back a fair ways to find that charm (pre 3e min) but it was there. Im hoping they can re-find it, and figure out how to take the tactical elegance of the later editions and marry them with the unbalanced charm of the early days.
I hope they can pull it off, because if 5e is as technically correct as 4e was (I consider 4e the finest edition in terms of rules eloquence) there is no chance our group will play it (and we played 4e for 2+ years).
What does a fighter do...he fights! What does a rogue do : all that handy "adventuring" stuff.
The more you try to blur this (fighters highly skillful outside of the fight, rogues really good in a fight) the more the game moves to the very thing which made 4e loose its shine for me. Our party basically ended up as six mages!!! They werent, their fluff was different, but when it came time for a fight, they all basically made the same contribution with minor variations. The power system, designed to enable balance, just created no division.
This is why Im delighted that the designers are looking back in time. To when we werent trying to make everyone capable of everything. When classes had clear ideas of what they did and their role (and no, Im NOT talking "combat" roles, which are just a statement in "this is an mmo/wargame, not an rpg"). Where characters were different and a player could learn to love it for being so, rather than being in a constant arms race with the guy next to him.
You have to go back a fair ways to find that charm (pre 3e min) but it was there. Im hoping they can re-find it, and figure out how to take the tactical elegance of the later editions and marry them with the unbalanced charm of the early days.
I hope they can pull it off, because if 5e is as technically correct as 4e was (I consider 4e the finest edition in terms of rules eloquence) there is no chance our group will play it (and we played 4e for 2+ years).