I cannot "hold a line by tossing my bow aside and fighting hand to hand" (don't have the HP's/AC/ to do this), [/quote
Yes you can. You're a high dex class in light armor. At the end of the day you will have a high AC and can go toe to toe. You won't be as proficient as the fighter because you can't combat challenge, but you won't be a weakling like the 3E rogue. You have only a handful less hit points and are very agile and good in battle.
In taking the Ranger class I make the decision to be a striker which means I dart around, strike and move away. I can do some damage but I can't go toe to toe with a bruiser. However in 3e I could make a warrior who was good in archery and could hold a line in melee. In 4e it's either or.
And you can make a fighter that can fire a bow very well as well. It will take some multiclassing, levels, and feats, but didn't it take the same in 3E? Yes, it did.
You get even more feats in 4E. You can multiclass and get a ranger at will attack eventually that will make you a very good archer.
I thought just like you going in. Then I figured out how multiclassing worked, how many feats you get, how combat powers have replaced the need to buy combat style feats, and how you can truly customize your character.
I imagine this customization will only increase once more splatbooks come out.
Seriously, if you have access to a 4E book, read multiclassing. It will open your eyes to the possibilities for 4E classes.
You can honestly make a great archer/fighter that can hold the line and drop his bow and fight. It will take some levels to get good, but it was the same in 3E. In the mean time you can just buy a bow like you used to do.
Again with the Ranger (what is this class...the cure all). Seriously though, With the above Ranger Thief ...Where is my sneak attack? My Streetwise skill? My Thievery skill? My Insight skill so I don't get conned, and my Bluff for lying? Yeah with alot of wrangling and feats...you could get something similar to a pseudo-Rogue who uses a longsword effectively...but really is this easier than building a Rogue who uses a longsword effectively in 3e?
Given what the ranger is now, he is a good base class for simulating any kind of agile lighter fighter that can easily switch between a bow and a hand to hand weapon.
One thing I found surprising is that the most powerful melee damage class in the game is a rogue/ranger multiclass. That's right a rogue base class/ranger multiclass melee is the strongest damage dealer in the game.
Pretty amazing considering there were so many contingencies on a 3E rogue dealing damage equal to say a two-hander fighter or a two-weapon ranger. But in 4E the rogue is truly a fearsome damage dealer all of the time. It's very cool.
And he has some nifty tricks. Just the other day I pulled out a handful of shuriken and blinded three enemies we were fighting and really did my part in the combat. It was very, very cool.
I imagined my guy pulling those shuriken out and unfolding them like a pack of cards and then winging them at the enemies eyes. The blood blinding them from my precision throw.
I could never do that in 3E. It felt great to be able to do such a nifty trick with my throwing blades.
I'm telling you. This 4E is amazingly customizable. I'm pretty shocked myself as I had very little hope that it would compare to 3E. I don't usually care for Andy Collin's game design as he tends to do things I don't like. But I have to give him and the 4E designers their props. I'm amazing at what they did as far as customizing classes.
Once you get used to the new 4E paradigm and really grasp how multiclassing gives you further options to make an interesting and unique character, the game starts to become very interesting as you think about how to build a character.
Another question I wonder...is if it's so easy to sustitute these things, how can you claim the game doesn't feel homogeneous?
Because there are so many options. Even two two-weapon rangers will not be the same. This is just in the PHB. I can't imagine how many more options you'll have once the splatbooks come out.
A rogue feels like a rogue. No one else can do that Aoe blinding attack I mentioned earlier with thrown weapons but a rogue unless they multiclass. No other class has an AoE at will attack like a wizard. No one else can fight with two weapons like a ranger. No one else can shield push like a sword and board fighter.
The classes play very different. In 3E if you made a sword and shield fighter, he wasn't much different than the two-hander fighter except he did less damage which sucked.
Now you can make a very effective sword and shield figher, two-weapon fighter, two-hander fighter, or light blade fighter and each class feels very unique and gives alternate options within each class.
For example, you can play a rogue, a light blade fighter, and go either brutal scoundrel or artful dodger. Both use light blades, but play very differently.
A brutal scoundrel comes right at you. He is a thug that comes straight for the kill with brutal attacks aimed at your vitals to annihilate you quickly.
An artful dodger uses a light blade but he moves like a ballerina. He is so quick and nimble that he can shift you all around the battlefield and you won't be able to lay a hand on him as he moves about the battlefield. He sets you up for attacks with his teammates gracefully moving into slice you up and gracefully moving out.
Both rogues with light blades, but they play very differently in practice.
If I can just substitute a Ranger for Rogue...or Ranger for a Fighter then there has to be a large amount of homogeneousness between classes...either that or you are misrepresenting how "easy" it is to create the character you want through substituting another class to gain a particular ability. I mean how is it that both of these things can be true (no snark, I'm genuinely curious)?
It's because skills are more homogenous, not fighting abilities. So if you want to say that character skills are more homogenous, then you would be right. It's much easier to make a class that can execute a skill that used to be limited to say the rogue.
Now any class can pick up a skill and do it effectively if they build that way.
But the combat is not at all homogenous. Just because you can find traps like the rogue, doesn't mean you fight or are as skilled at the same things as the rogue. It just means you can find traps as well which means you don't have to have a rogue.
Now you play a rogue because you like the class and how it plays in battle, not because you have to have one.
Yet multi-classing in 3e gave you access to any powers or skills another class had. Feats allowed you to customize on a smaller level...such as the Rogue who just wants to use a longsword effectively.
Feats allow even more customization in 4E. You get more feats. And now that you get combat powers, you no longer have to buy feats like Point Blank Shot or Manyshot. Those now come from combat powers.
So not only do you get more feats to further customize your character, but you also get powers that simulate feats from 3E and thus get to spend your feats to customize say your armor or your weapon proficiences and not feel like you wasted a feat to do it.
Yeah I guess I'm not understanding...or maybe I feel you are misrepresenting either
a.) The fact that almost any class can be substituted for another if you want a particular ability in 4e.
or
b.) The classes are not homogeneous in feel or operation (Yet a Ranger is just a Rogue who can use longswords...

)
Classes are substitutible.
Think about it. In 3E you had to have the following:
1. Cleric for healing.
2. Wizard for spell utility.
3. Fighter-type for taking damage.
4. Rogue for finding traps.
That paradigm still exists, but there is more customization to it:
1. Warlord/Cleric/Paladin for healing: That's right, you can now build a healing paladin that does a pretty good job.
2. Utility spells: Wizard/Cleric. The cleric can sub in for the wizard if you buy the right feats and powers.
3. Trapfinding/Damage dealing/Scouting: Ranger/Rogue/Warlock. You have three classes to choose from that all play very differently to fill a particular party role.
4. Fighting: Paladin/Fighter/Sword Mage/Cleric/Ranger (from new edition): You have five classes for defender. You can also customize a ranger or cleric to play the group defender.
So you have the same kind of group structure as 3E, but you have more latitude in how you construct that group. And each class will handle their role differently.
For example, a warlock may be able to find traps, but he won't be as good at stealth and scouting as a rogue. He will bring a completely different dynamic to the battle field.
This is how 4E is. The classes are still very different, but they can fill similar roles. I for one applaud that being able to choose other classes to fill needed roles. That is what I refer to as class differentiation.
Parties were pigeon-holed into needing to have someone be a rogue or a multi-class rogue if you didn't have the Complete Rogue book. You needed a wizard or sorceror for magical support. You needed a cleric for healing or you couldn't survive high level battles or heal fast enough to get back on your feet in a reasonable amount of time.
In 4E that is not the case because multiple classes can filll each role. That doesn't mean every class can fill each roll, it just means that more than one class can feel each role. Each class fills that role differently and feels very different on the battlefield in play.
The warlord and cleric may both be leader-types that can heal and buff, but they do it in a very different manner.
Who claimed 3e as a whole was a "gritty simulation", where did I say this?
All I'm going to say on the Orc thing is, there was never a single Orc who could kill Gandalf, Aragorn, Gimli, or Legolas in a one on oen fight, so neither 4e or 3e models LotR well. But then it's D&D and there is already a LotR rpg out there.
I love how people who have not possibly played 4e from 1st to 30th level claim it scales better. Sounds like you're just repeating marketing blurbs to me. I'm not claiming it doesn't but really have you experienced this yet?
Again with the statements about what I seem to know or not know because I don't agree with you. Ok then...
I'm glad you feel that way about 4e but you just don't understand 3e as well as I do... If you would just accept a paradigm where wanting a minor tweak to a character doesn't necessitate changing all the abilities I like in that class to those of another, then you would realize just how flexible 3e is and how inflexible 4e is. I mean honestly you sound like a person who never had a good grasp of the intricacies of 3rd edition.
See how easy that was...but it doesn't really prove anything does it?
Considering I've sat down and looked over the 4E Monsters and magic items, I would say I have a pretty good understanding of how it scales.
I have experience with high and low level 3rd edition. I know it doesn't scale well at high level. I know this for a fact unless you implement a ton of house rules which I did. Just so 3E would scale past ten without the need to give every single creature the PCs fought a truckload of magic items. In the end, I still had to stack the magic items on NPCs just to allow them to survive a few rounds of hopefully no crit battles against the PCs.
It took hours to design encounters, prepare spell lists, write magic item lists, and write up NPCs at high level because they had to compete against PCs who were selling magic items they collected in bundles off dead high level NPCs that needed magic items to survive and buying even more powerful magic items.
They greatly lessened magic item inflation in 4E. That alone allows the game to scale better. The 4E designers knew very well how magic item inflation was ruining the scaling of high level DnD, and they were very careful about designing magic item abilities and scaling them to ensure that they didn't get out of hand giving the PCs immunities to multiple different types of attacks and tons of stackable ability and stat bonuses that made high level scaling nearly impossible for an average DM.
That is how come I know it scales better. I've played tons of 3E at high level. I looked over the ruleset for 4E. And you know what I found? Nothing makes you immune permanently to anything. There are not permanent, on all the time stat enhancing items for key stats. That alone will help the scaling of the game immensely.
I'm done replying with long replies until this site gets more stable. I have lost way too many responses due to the instability of the site.