Mourn said:
This view of the powers is vague to the point of being meaningless. That's how things were in 3e too.
I'll address each of your examples in turn.
Fireball - this affected a circular area, and had the side-effect of setting everything in the area on fire. It had an awkward requirement on its use (you had to be able to shoot the origin of the ball with a growing point, or however they described that).
Smite Evil - thematically appropriate. You deal more damage to a certifiably evil creature. This is not a generic "push 1 square" type of side-effect.
Weapon Specialization - Eh... I'll grant that. But that ties into the lameness that is 3.5 fighters, and this feat was an attempt to make them less sucky, I think.
Sneak Attack - again, thematically appropriate. You have to flank and/or catch them by surprise. You don't gain the extra damage against creatures for which it makes no sense: oozes, elementals, undead. You have to deal real damage, unless you're using a sap.
Barbarian rage - thematically appropriate. You exchange defensive capability for offensive power, and you suffer a drawback when it ends, specifically being fatigued and suffering temporary ability score penalties.
All of these things that you list (aside from weapon spec, which I'll grant you) have "fiddly bits," as it were, that make them stand out. A fireball is significantly different from other damage spells, because it has several nuances specific to it. Sneak attack and barbarian rage both have requirements, restrictions, and drawbacks that are thematically tied to what the ability is trying to represent.
You could argue that these fiddly bits were just that, fiddly bits, which added little to the game in exchange for increased complexity and frustration. I'd grant that, but that doesn't change the fact that removing those fiddly bits makes the abilities more bland and less interesting.
The point I was trying to get across in the post you quoted here, is that the vast majority of abilities we have seen have been "deal [w] and push 1 square," "deal [w] and slow for 1 round," "deal 2[w] and str damage to an adjacent creature." These are fair effects, but they're not terribly interesting, and when you try to cut down on the number of conditions in the game, you are severely limiting the design space, because most of these have been in the "damage + condition" category.
Like I said, most of what we have is 1st-level stuff, which is understandably bland. I'm just worried that the trend will continue throughout the rest of the progression.
Mourn said:
The difference between us is that I'm not convinced the designers are violating the role structure they put in place, simply because I can conceive of things that do so. They cemented roles and powers based around fulfilling those roles intentionally, and suggesting that they're already in the process of breaking them (thus, declaring them guilty before the crime) is pure fiction on your part.
I think that it will come down to a clashing of design philosophies - the idea of classes and roles being intricately tied together, and the idea that everyone should have something to do in every situation. Because there are situations in which a defender-type would be completely useless, at the moment, this clash
will happen.
I'm not accusing them of doing it now. I'm just saying that I wouldn't be surprised if they went that route.
Mourn said:
And again, there is a difference between "always having something to do within your role" and "always having something to do within all roles."
Petrification is bad. Rust monsters eating your stuff is bad. Save-or-die is bad.
These particular things are focused on the idea that, if you are sitting at the table, you should always have something useful to do. This is in opposition to the idea that what you can do must be within your role, because - as has been pointed out - we can both envision situations in which no ability from your role is useful in a given situation.
The game cannot have it both ways. One or the other will give. It has to, because these two ideas are mutually exclusive. Not always, perhaps not in the vast majority of cases, but because there are instances in which only one of the two approaches can exist, then one must triumph over the other.
Mourn said:
Power-creep demands that the level of power increases, not that roles become meaningless. It demands a tank be better at tanking, not suddenly become a healer.
Look at the 1e wizard spell list, then the 3.5 wizard spell list.
The options available to the wizard across the editions has expanded exponentially (okay, maybe not exponentially, but you get the idea). The wizard has gained access to spells that allow him to trump most other classes.
If you don't like that example, then how about the CoDzilla. A party of four clerics can survive in 3.5 perfectly fine, because the class can reasonably fulfill each of the "roles" in 3.5.
Power-creep can indeed mean that the roles become meaningless.
Mourn said:
Bad comparison, since WoW classes are designed to fulfill multiple roles with the right gear and spec, while D&D classes are designed to fill one role, as of present.
Players like options. Some amount of versatility added to the classes is almost inevitable, because of that. Look at any earlier edition. It's the nature of the game for things to be expanded upon. Is it a guarantee that they'll break the roles? No. But it is a strong possibility.
Mourn said:
A lot of things aren't a stretch, but that still doesn't make it anything but speculative fiction on your part.
Is there any particular reason that you feel it necessary to bold your comments constantly? It's rather unnecessary; I can assure you that I'm not blind.
Anything either of us says, regarding anything we haven't yet seen, is little more than speculative fiction, so I fail to see your point.