Siberys
Adventurer
I really don't think we'd need rules for 'fire attacks catch stuff on fire'. I mean, it's certainly not realistic. I could easily get burned by fire but not catch at all.
If an attack says it catches something on fire (explicitly, or implicitly with something like ongoing fire damage), then it can catch per the rules. If it doesn't say it does raw, but I as DM think it should, then it does. Simple. And this can apply to the other stuff - combat being spelled out doesn't mean there's no room for DM interperetation, and that has a long and storied history as a key compenent of D&D.
As for the rest of your points... I'll be honest, most of that is what turned me off against 3e late in its run (win buttons, option paralysis) or really depends on the system to see if it's viable (your multiclassing preferences, frex). I don't want out-of-combat defined for monsters except maybe to a minimal level, because I feel safe winging that. PCs? Sure, I can see abilities like that, but they should not be at the expense of combat abilities - I'm still a big proponent of siloing.
As an aside, I always tended to plan out my character's mechanical path roughly, based on what I wanted him to be storywise. Level by level MCing looks like it will help with that at the start, because of the greater degree of control it affords in the CC process, but in the end it was always unsatisfying. I want to start with that character concept, not build toward it. Frex, I was playing a nobleman swashbuckler in a PF campaign, and I tried hacking together a multiclass rogue/cavalier, because I wanted light combat and the ability to direct my allies. It might have worked - if I was a high enough level to get the salient features at the same time. The chaffe that didn't fit with the character always got in the way, though. If I had built that character in 4e, I could have started as a hybrid warlord/rogue or even a rogue with the warlord multiclass feat, and had what I wanted from the getgo. In short, I want to see from the next edition this sort of 'start multiclassed' option that's easy in 4e.
If an attack says it catches something on fire (explicitly, or implicitly with something like ongoing fire damage), then it can catch per the rules. If it doesn't say it does raw, but I as DM think it should, then it does. Simple. And this can apply to the other stuff - combat being spelled out doesn't mean there's no room for DM interperetation, and that has a long and storied history as a key compenent of D&D.
As for the rest of your points... I'll be honest, most of that is what turned me off against 3e late in its run (win buttons, option paralysis) or really depends on the system to see if it's viable (your multiclassing preferences, frex). I don't want out-of-combat defined for monsters except maybe to a minimal level, because I feel safe winging that. PCs? Sure, I can see abilities like that, but they should not be at the expense of combat abilities - I'm still a big proponent of siloing.
As an aside, I always tended to plan out my character's mechanical path roughly, based on what I wanted him to be storywise. Level by level MCing looks like it will help with that at the start, because of the greater degree of control it affords in the CC process, but in the end it was always unsatisfying. I want to start with that character concept, not build toward it. Frex, I was playing a nobleman swashbuckler in a PF campaign, and I tried hacking together a multiclass rogue/cavalier, because I wanted light combat and the ability to direct my allies. It might have worked - if I was a high enough level to get the salient features at the same time. The chaffe that didn't fit with the character always got in the way, though. If I had built that character in 4e, I could have started as a hybrid warlord/rogue or even a rogue with the warlord multiclass feat, and had what I wanted from the getgo. In short, I want to see from the next edition this sort of 'start multiclassed' option that's easy in 4e.