So...in plain English are you asking about non-combat abilities for fighters?
So, in the game, as a player sees a conflict developing, they can *retroactively* make a skill check to help the other PC, so long as they can justify it - "Dude, don't forget that fake Sheriff's badge I gave you earlier!"
[MENTION=2303]Starfox[/MENTION]
So...in plain English are you asking about non-combat abilities for fighters?
Or does what [MENTION=27570]sheadunne[/MENTION] point out - the "narrative changing" in-combat abilities of 4e's fighter - qualify for your purposes?
This is what I was thinking while reading. 4e got some high amount of praise for meta mechanics, but I found them extremely underwhelming, as far as meta mechanics go. I don't find "can trip stuff, even dragons" and "can try to get enemies to attack me" as that great, honestly, when it comes to control over the story. Especially when the Fighter gets bad skills, and the Wizard still gets ritual casting (with Phantom Steed and teleportation) as a class feature.sheadunne brings up a valid point about fighter narrative control, but no, I don't think it is enough
This is a very good narrative device, but it works just as well for everyone.
it is generally assumed that spellcasters spend a lot of off-screen time pursuing their powers, while martial characters do not.
[MENTION=177]Umbran[/MENTION] I've said that many of the martial practices of 4e should have been included as core class features of the rogue and fighter classes re-released in Essentials. Sort of how the Essentials ranger gets "wilderness knacks." So your 1st level fighter might choose "Armscraft" and gain the ability to appraise and identify weapons & armor, or choose "Siegecraft" and gain proficiency with siege weapons and familiarity with siege tactics, or choose "Campaigning" and know how to organize troop supply lines, calculate marching distances, etc. These sorts of abilities serve a design space between backgrounds and skills; they suggest something about your fighter's story and also give capabilities in non-combat areas of the game like exploration, interaction, etc.
So, in the game, as a player sees a conflict developing, they can *retroactively* make a skill check to help the other PC, so long as they can justify it - "Dude, don't forget that fake Sheriff's badge I gave you earlier!"

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.