Lord Tirian said:
I used aluminium foil to produce "crash cars"
Interesting. Kids these days, they are way smarter then they should be! (Assuming it actually looked "realistic" enough for my childish desires

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wayne62682 said:
This never happened, though. What ended up happening was there was such an imbalance between the Wizard and everyone else that, while this might work in theory, in the hands of any capable player (I'm not even talking about a powergamer; I'm talking about anyone competent enough to look through the damn book) the Wizard himself could do everyone else's role via magic, without breaking a sweat. Take it from personal experience: While in theory it's all well and good that everyone will have their own role, it's no fun to be the guy that can be replaced with Spell X and Spell Y.
Unfortunately, the analogy in the original post with carpenter, electrician and plumber doesn't work so well to illustrate this, but maybe I can try:
Let's assume that the education to become a carpenter, an electrician or a plumber costs money and time. And now, someone comes around and can get the education for all 3 for the time and money of the education for each individual one. And just because he is who he is, he gets it, while the rest is stuck with what he got, and had to spend additional time and money to expand.
D&D was always focused on combat abilities, just that older editions never spelled things out and left it entirely up to the DM if you could disarm or bull rush or whatever; the "Mother, may I?" factor, which is complete nonsense in and of itself. I'm glad that they started to give rules for certain options - it prevents the DM from deciding for you if something is possible or not.
They nerfed creative spell use because opening spell use to "creativity" allowed crafty (read: optimizers/rules-lawyers) players to "break" the game. That's the whole problem with 3.x - it's easy to break the game by using these so-called creative spells to do weird things that nobody could ever expect. Reigning them in helps bring balance by disabling the main trick of those players. You call it stifling creativity, but I call it keeping everyone on the same page.
Creative abuse of spells can still be a source of fun. But usually it is more fun for the single one that can abuse the, in constrast to the fun for a whole group.
Yes, heaven forbid someone being utterly useless during the majority of the game because they made some bad choices.
People didn't wine because they didn't do the same amount of damage, people whined because any decent player could figure out the optimal choices and render someone who didn't useless/ineffective. Again, speaking from experience, it's not fun to watch the rest of the group doing damage, and you not being able to because you chose poorly and didn't build for combat. This was a flaw of the game system. It was a noble flaw, since it was trying to avoid making everything combat based, but still a flaw because combat is the main part of the game in all but the extreme fringe cases.
The problem is also in the nature in how a game like D&D is played. If you focus your game on combat, and everyone is good at combat, everyone gets an equal amount of "screen time". If someone is not good at combat, his "screen-time" isn't very enjoyable. If you focus on non-combat, anyone focused on combat at the expense at other aspects has less screen-time.
Best solution. Ensure that everyone is good at combat, and nobody is bad at non-combat. But: "Everyone is good at combat" can lead to characters that all play the same. To avoid that, 4E distinguishes roles and power source, to add some notable mechanical and flavor effects to achieve this differentiation.
I can certainly see where you're coming from, but IMO you're looking at it in the wrong way. Everyone always seems to point out that the 4E rules focus on combat - just how do you focus on roleplaying, something that doesn't require any rules at all in the first place? Of course the rules would focus on combat; that's the part that actually requires rules to be in place!
My caveat: Combat _is_ role-playing. It only involves combat roles, for sure, but that is still a role you can play. (And you can roleplay badly in combat, too. If you're playing a Cleric, and don't heal your allies, or if you're playing a Fighter and don't protect your allies, you're bad at playing your role. Just as if you're trying to play a pacifist and consistently suggest killing your enemies and taking their stuff is a good idea, or playing a shy character constantly trying to bluff and intimidate people)
Role-playing is ("these days") more then just the combat role. We add "social" roles (loremaster vs faceman vs bully), personality traits and similar stuff to define a character and role-play this, too.
Upping the rules page count doesn't make the "acting" part of role-playing better, though. It just makes the game-part of the role-playing game more interesting. Even if you introduce a 150 page chapter on "social combat", you won't get better at the acting part. You only get better at the game part.