--hussar
Something 4e got wrong was different numbers of trained skills for different classes. Why does a fighter have less trained skills than a wizard? AFAIC, there's no real reason. I totally get the idea of different trained skills, that makes sense. But, why should wizards have more overall?
And I would argue 4e already went to far, coming from a guy who tried hard to like it. It might be "much better to balance within silos" if your goal is a balanced rpg. I would argue its much better to have moderate balance within and across silos if your goal is to make a better version of D&D that D&D players of all types will want to buy. Im aware of your apples and oranges situation, the DM is there to handle these things, in fact I would argue that is why a DM exists in D&D to manage the game to make it more enjoyable then simple balance rules can.
--Neonchameleon
What is it about Dungeons and Dragons that needs completely different mechanics for different classes?
I dont think there is anything about D&D that needs different mechanics for different classes. I do however think thats how D&D does it, and as you mentioned for people who wanted more flexible, balanced classes there was always that option. The real question is does D&D have enough fans and brand strength to follow its own central philosophy, or to adopt another games. I can see the effects of how that question was answered for the 4th edition, and would be disappointed for it to be carried to the fifth.
--Bluenose
I'm pretty sure you can get people to feel there's a difference between their characters/classes by having those classes/characters able to do different things.
Agreed even if it failed a bit on their first attempt it is probably possible to make them feel different. But you left out one thing, they still should to feel close enough to their original archetypes. Wizards have to memorize spells, have large access, fighters have to feel like fighters in D&D. This may be harder to achieve and still balance completely. This reminds me of the argument people keep bring up about other systems. I dont play other systems, I play D&D. Hell, I dont even like playing pathfinder, I want to play D&D. But I also want it to feel like D&D. The way to make everyone happy is to preserve archetypes D&D traditionally have, and make classes that also satisfy players who want something else. The 4e fighter is a great class, even if it isnt the D&D traditional fighter. It would have been a great additional fighter (e.g. stunt fighter) to the D&D world. But taking away the option of having an at will fighter was unacceptable to people who loved and played the game for years.
neonchamelion
If you expect the grenades not to turn up at all, you aren't familiar with the same type of PCs I am. But speaking as both DM and player, that's no reason to simply drop them in there.
Exactly. My players steal ideas, abilities, classes, from all sorts of sources. We've dumped whole classes from 1e into 3e.
Once in a 3e game I downloaded a 700 page necromantic spell netbook and gave it to a player as a story award. I didnt read the book cause it was too big, and I wanted to impress on the players the amount of necromantic lore they found. At 10th level he found a clearly unbalanced spell that summoned 1d12 zombies, 1d8 skeletons and 1d4 raiths, and he could cast it 2-3 times a day.
As a DM I handled the imbalance of the spell, buffed my monsters, made some cool things for everyone else and above all made sure all my players were having fun. Thats what DMs do. And everyone fondly remembers the campaign where the party roved around with undead legions. What troubles me most about tight systems like 4e is the subtle undertone that actions like this have no place in the game whatsoever. Its such a clean and polished system that it subtly tells the DM and the players, hey hands off, no imagination and tinkering allowed here.