Dire Bear said:
Their explanation doesn't "satisfy" you, does that mean you disagree with the choice (which would be fair), or that you don't buy what they stated as the true, or full, reason (which, IMO, is an odd point of view) for the design decision? That they are "holding back" something from us? The latter position seems nonsensical to me, but I see similar sentiments pop up all the time here (not from you necessarily, just in general).
Just that I disagree, mostly for the reasons I gave. Not even disagreeing very vehemently.
You seem to be saying (and forgive me if I'm just being dense) that currently there are tons of ways to build the same (or similar) concepts in the 4E game, right now. I'd disagree. I mean, sure there's the whole vryloka/vampire thing, but I can't think of too many examples beyond that. Well, other than the witch/warlock thing we're talking about. You also feel that this approach is potentially problematic, "pros and cons".
Yeah, I do think there are tons of ways to build a "witch" in 4e. Warlocks of any type are obviously appropriate, and you could go with a druid or an "enchanter" wizard or a bard or hybrids or multiclassed variants, or re-fluffing particular themes. Depending on what aspects of a witch are mechanically or thematically key to you, there's lots of ways to build a witch. This is one other way (one they call out by specifically calling it a "witch").
And yeah, there's pros and cons to this approach. Pros, such as not pigeonholing a player by forcing them to use a particular build or class to realize a particular archetype. Cons, such as "options bloat" and redundancies and possible newbie confusion and odd support issues.
There's how many powers that knock enemies prone? There's how many feats that add +1 to your attack rolls? How many different "big, strong" races? How many different divine leaders who use melee combat and heavy armor? I think it's pretty safe to say that this is a basic philosophy that 4e has at this point. They aren't interested in providing
the Witch (or whatever), they're interested in providing one million different ways to be the witch (or whatever) you want to be.
Dire Bear said:
Wizards didn't provide us with "one million" ways to use this concept, they gave us "one" way. But how they could have expressed the concept could have gone in different directions, and none of the potential design expressions would have necessarily been "wrong", just different. We got the "tuathan", a theme of housecat people. Would it have been better, or worse, if WotC had given us a tuathan race? Or class?
Actually, there's a few different ways to be a person who turns into a cat. There's the druid class. There's the hengeyokai race. There's this tuathan theme. There's good ol' fashioned refluffing (turning the Dread Rat Deserter theme into a cat-morpher instead of a rat-morpher, forex).
For certain purposes, one is better or worse than the other. If you want to be a rogue who can turn into a cat, a theme or race is better for you than a class. If you want to be able to turn into a cat in combat, the druid is a solid choice. If you want to be fast and agile, taking the Elf or Halfling race in combo with a theme or class would be great, perhaps re-fluffed.
Sometimes there's even mechanical differences. Being a Vryloka Vampire who takes Vampire Heritage feats will give you three different ways to suck blood, some of which are easy peasy, some of which are complicated and awkward, not counting the ways you can re-fluff bloodsucking from, say, warpriest powers.
IMO, for the tuathans, they made a good choice in making it a theme, given their stated description of them as perhaps more of a society or clan than a true race. But there's a lot of ways to be a character who turns into a cat that aren't "be a tuathan."