Porphyrogenitus said:
One of my impressions is that they "solved" the problem of "some spells aren't as useful as others" (the "Fireball vs. Phanton Steed" contrast) mainly by radically narrowing the options. Also everything in design is a tradeoff, I understand that: THe "Vancian" (AKA "D&D") spellcating system was much derided, which is prolly why they tossed it, but one thing it did well was allow (even encourage) variety & versatility: If you didn't know a spell that did what you wanted, you could research it.
They actually solved that by divorcing the spell categories. You choose your combat spells off of this list(attack powers), your non-combat spells off of another list(rituals), and spells that have potent indirect combat applications off of a third list(utility powers). At the beginning of the day you no longer have to choose between Fireball and Phantom Steed, you can do them both. I'll address spell research later.
Porphyrogenitus said:
While every spellcaster had their "go-to spells", puissant spellcasters with a depth of knowledge and extensive spellbook library could have a very different spell selection this week than they had last week.
Wizards by default, know twice as many daily (attack) powers and utility powers as they are able to cast. They can pick up a feat to take that from double to triple.
Porphyrogenitus said:
Anyhow I'm babbling again but I hope that 4E permits more classes to have, if not as many skills as a rogue, at least more than they did.
You no longer have to continually feed points into skills to be competitive. The way to be good at a skill is to be "trained" in it, at which point you will be good at it for the rest of your career. Rogues start with more "trained" skills than anybody else, but everybody can become trained in as many skills as they wish, at a cost of one feat per skill. Note that multiclassing includes training in a class skill of the new class.
Porphyrogenitus said:
*IF* she were 4E spellcaster, then she'd be primarily a Wizard, then: dabbling in a handful of spells isn't "what this character does". WOuld the concept work as "primary Wizard, multi-Rogue" or "primary Wizard, multi-Warlord"?
Wizard/rogue and wizard/warlord would both work all right. They each have their ups and downs. Warlords use str for their attacks and have few powers that include moving the warlord, rogues use dex for their attack but don't spur allies on to greater things. Another thing that may factor into your choice is that int and dex compete for AC contribution(only the higher one contributes).
Porphyrogenitus said:
In 2E and 3/3.5E one could start a character as (for example) a Rogue and then cross over to Wizard and ultimately outstrip the Rogue base to be primarily a Wizard (2E Dual-Classing was really all about eventually becoming better at the 2nd class than the original class); my understanding is 4E isn't like that - your initial choice is always predominant, and whatever you multi to is secondary, a bit of dabbling. (I say that not to nitpick the design, but to be corrected if I'm wrong).
Your primary class is your stronger class throughout, although you can get up to nearly a 50/50 split if you take a paragon path from your second class.
Porphyrogenitus said:
Unless characters of any class can master a wide variety of Rituals.
Ritual Caster is a feat which requires skill training in either Arcana or Religion. Clerics and wizards get the feat for free. Once you have Ritual Caster, you can cast any ritual of your level or lower for which you have the stuff.
Porphyrogenitus said:
I prolly need to learn more about Rituals.
You totally do.
Porphyrogenitus said:
Question that comes to mind is whether there is anything akin to "Spell Research" that lets one learn or invent new ones, other than "When you go up a level you can select x Feats and say you researched them" - I mean spell research in the sense of previous editions, not just "you get two new spells every time you go up a level, representing what you researched/learned while training".
A wizard starts with 3 rituals and aquires two more by being a wizard at levels 5, 11, 15, 21, and 25. In addition, you can convert money into a new ritual. Each ritual has a market price. Rules for inventing new rituals(that don't mimic the powers of listed rituals) are not included in the PHB.
Porphyrogenitus said:
While that's always been mostly true, the exceptions have always been what makes/made the PnP versions interesting. That's also, to go off-topic a bit, why when I learned they were (further) limiting the things X,Y,Z "monsters" could do, trimming down their abilities so the DM could handle them better for one combat encounter, made me a Saaaad Panda: It's not necessarily the sole (or even best) Plot Use of a Pit Fiend or a Lich to be in a 40 x 40 room waiting to fight the PCs with a few efficient, deadly combat abilities.
I presume there are guidelines for "monsters as NPCs" in the DMG, but I haven't checked. But if you want to have long-term friendly interactions with an NPC in 4th edition, you use Diplomacy on them instead of casting Charm Person once a day.