RP in 4e is far more open and easier than it was in previous editions because the skills now are so broad and your either trained or not trained.
I really can't agree with this. I don't think that there is necessarily a linkage between the skill system and RP at all. Personally, I found the RP in 1Ed- with a rudimentary, binary good/bad skill system- and the RP in 3.X- which had a broad and expandable skill system that let you improve over time- to be far easier.
Since you no longer have things like perform or profession people forget to root themselves in the game world.
Just out of curiosity, how DOES one handle things like artistic performances, craftsmanship and the like in 4Ed? Most of my PCs had some kind of non-combat aspect to them, usually something artistic like playing an instrument (and in systems other than D&D, as well).
The absence of codification of such things- IME, present in most RPG systems- presented me with a quandary: how do I know how good a musician (or woodcarver or cook, etc.) my PC is?
With 1Ed and similar systems, it was binary: if you chose to be a musician, you were skilled enough to be notable. Everyone else was essentially a scrub or newb.
Other systems, like 3.X gave you a skill ranking, which let you compare raw numbers. You would know whether you were a rank amateur, a veteran performer, or among the best in the world by looking at your ranks & modifiers. Heck, you'd even know how much your abilities owed to just raw natural talent.
But there is no such skill
at all in 4Ed...
And before you ask- no, I don't need such skills to root my PC in a game world. My Dwarven Starlock/Psion is quite well
rooted indeed- that PC's background & development has actually altered the campaign- but 4Ed's systemic de-emphasis of non-combat skills, etc. has created gaps in what I'd like him to be in terms of
rounding out.
What I see as one of the last and biggest problems is the sheer number of classes and options for each class and they ALL can do some really interesting stuff. So many players want to jump around from one character to the next so they can taste all the proverbial buffet has to offer. This makes it very hard for the player and the GM to root a character into the game world but also makes finding a class that suites the player, in some cases, easier.
For some people (as the Devo song goes), freedom
from choice is what they need. The options presented are numerous enough that they cannot decide what to do. For others, the options, while numerous, may not be sufficient in number for them to realize the concepts in their heads, and may jump from PC to PC in an effort to find the combination of elements that most closely mirrors what they envision. Despite the large & growing number, none is
quite what they're looking for.
In both cases, the players go through characters like an elephant goes through peanuts, but there is no one solution that will satisfy both.
(Personally, I'm more like the latter than the former.)