Old Gumphrey
First Post
Storm Raven said:I never said 3e was "all about noncombat". I said it allowed you to make character with a variety of abilities, not all of which are focused on ensuring that everyone is a combat specialist. This is different than 4e, because in 4e, no matter what, you are a combat specialist. 4e protects you from making the "wrong" choice where "wrong" is defined as "anything that makes you less effective at bonking monsters over the head". That's a step backwards to me.
That's not really accurate. Like I said, that level 12 rogue is packing 8 BAB, Evasion, Uncanny Dodge, and 6d6 sneak attack. He can decide not to use them, just as a 4e rogue can decide not to use his.
4e has more feats than 3.x--you can make ALL of your feats serve noncombat functions. You can work with the DM and change your combat powers to noncombat functions. This can be done independent of edition.
I already said all of this. I think your main beef is what you said about the designers saying that this was "unfun". In their defense, I think what they actually meant by that was accidentally sucking is VERY "unfun". If your goal is to be helpful outside of a fight while also contributing to a combat, it's possible to utterly hamstring that concept without even knowing it (in 3e).
This phenomenon also allows transference between gaming groups. It ensures that when playing with new people you can't possibly screw yourself over (such as making a fully noncombat character, only to wade sword first into the most brutal war campaign you've ever been a part of, and the DM handwaves all out of combat happenings).
I'm all for characters that suck at fighting, yet lord over other avenues in life. But the fact is D&D has always had combat, and I don't really see anything inherently wrong with heroic adventure characters being good at it by default.
Plus all that tasty DM fiat goodness is back in the rules. Just work with your friends to create the characters you want for the games you want to play, edition be damned.