ZombieRoboNinja said:
I'm honestly not sure if I'm feeding a troll or what, but you asked for specific responses, so here you go.
Whatever my flaws, I assure you I am not a troll. I gave my honest impressions, however harsh they may have been, and made it a point to be clear about my intentions... I am seeking other opinions on this. I think my responses to this point have proven that.
EDIT: Apparently I lost a couple paragraphs here and I'm too lazy to retype em. Oops!
This has been mentioned (I believe) as a high-level class ability for some specific classes (like Fighter). It's not a return to invincible elves with platemail.
Thank god! I read, however, the simple statement: Max dex is gone. I found it to be a rather elegant and simple rule that made perfect sense. I do hope it is covered in some way.
No. Fighters get lots of attacks of opportunity when bad guys attack allies they're protecting, and paladins have abilities that do stuff like giving allies (but not themselves) boosts to AC, so enemies have more incentive to attack the paladin. Paladins also have a high-level mind-affecting ability that forces the enemy to attack them for (I think) one round. But it's been confirmed repeatedly that there are NO "threat scores" in 4e.
I did get that impression at one point... it's starting to sound like perhaps they're simply trying to make combat more dynamic and interesting... which would be a HUGE relief. To be honest, my groups tend to go sessions at a time without combat simply because it tends to be a bit simple and boring.
Here are two official examples of Warlord abilities:
"Feather Me Yon Oaf" (temporary name): The warlord points out a specific enemy target, and everyone in the party gets an immediate action to use a ranged attack against it.
"Hammer and Anvil": The warlord strikes his opponent in a way that leaves it vulnerable, offering immediate attacks to allies adjacent to the enemy.
You couldn't replicate those with any "skill combination." The warlord is a "martial leader" class, which means he uses tactical prowess and battlefield experience to guide his party to victory. Played right, it sounds like the party is your greatest weapon as a warlord. It's a role that's super-prominent in all fantasy literature (think Faramir or possibly Aragorn if LOTR is your favorite).
Off topic, but Dragonlance is my favorite published setting, but I tend to run a dark-ages themed campaign with lots of Anglo-Saxon and Celtic influences; low tech, low magic. Very gritty with rules that make combat far more deadly, even for higher level characters.
Those abilities could easily be made into charisma governed feats with the Leadership feat as a prerequisite, and they wouldn't not feel a bit out of place on a paladin or fighter. To me, Faramir is a fighter, Aragorn a fighter/ranger, both with lots of ranks in social skills and leadership style feats.
We still know very little about these paths and destinies, but I would be REALLY surprised if they didn't have all the flavor and specificity and flexibility of 3e prestige classes.
Bear in mind that in 4e, classes don't have different BAB and saving throw progressions, and skills will work pretty differently. So the only big difference between classes is what special abilities and "powers" they get.
I've really come to no conclusion on the no class-specific progression thing. I really want to see it play out before I decide there.
We also know almost nothing about multiclassing. Some people seem to think it's completely GONE from 4e; others think favored classes are dropped and multiclassing is completely free.
For both these cases, we have very little actual info. This makes the pessimists assume WOTC is going to screw everything up and it makes the optimists think they've got the world's best systems lined up, and every complaint they've ever had about prestige classes or multiclassing will be cured in 4e (even if each of them has different and sometimes contradictory complaints). Obviously I'm more in the latter camp, because I don't think WOTC designers are idiots. But also obviously the real answer will probably be somewhere in the middle.
I only hope they come up with a well balanced system for multiclassing. I thought the 3e system was brilliant, including favored classes.
Wizards use staffs, wands, or orbs in pretty much all high fantasy, including LOTR. And they're ALREADY IN 3e. 4e is just making them actually build on the wizard's own power, rather than acting as a weird backup spell battery.
My concern is having to retool it for specific settings. Enough of this has to be done anyways, I'd rather have things like magic sources be left ambiguous in the rules. Invariably we'll end up with critical rules that are dependent on this particular fluff, and that makes my job harder.
How so? Cite specific rules changes we know about (good luck), and tell me what complexity is lost in those changes. Most of the changes I've seen seem to make things faster without sacrificing strategic options and complexity.
I hope you're right. My impression was basically this: "We're speeding combat up"... well great, wasn't that the focus of 3rd edition? I thought they did a fine job, and I would hate to see combat become too simple to enjoy at all.
That said, it seems like they're actually adding some complexity without sacrificing speed, which is heartening.
Just the opposite effect, I'd say. Previously, you were penalized for roleplaying - it made your character suckier in combat, because you were spending all those points in Profession: Cheesemonger and Knowledge: History of Applied Entomology while Joe Hackandslash just dumped them into combat-useful stuff like Tumble and Spot.
Now, if your character is a cheesemonger with a gentleman's interest in the epic past of that noble hobby of bug-collecting, you can just write that on the "background" section of your character sheet. A decent DM will give you ad-hoc bonuses when those aspects of your character are applicable... just like right now, I can (with DM's permission) write on a character sheet that my character is the Earl of Shadowdale, and expect the DM to give me bonuses and penalties where appropriate because of that.
In the hands of a poor DM, you're right... the use of skill points in social/role playing skills only serves to make you a poor warrior. Clever use of skills by the DM, however, brings those skills to life and makes them desirable... further keeping the game well balanced and allowing a player to paint a fuller picture of who their character is. Gather information is one of my favorite skills, in fact, because its use has lead to many of the most memorable role playing encounters I've ever been a part of.
Ultimately, there has to be a mechanic that allows the character to be better at something than the player is. Without social skills, you can't have that.