Lizard said:True -- you can't build a 'totally non combat' character with the core classes (and trying to build a 'non combat fighter' strikes me more as an exercise in masochism than an attempt to make a believable character). What I was referring to is that many classes -- especially rogues, bards, and casters -- had the ability to trade off combat or non-combat (but still useful) skills. Pick Diplomacy or Sleight Of Hand? Pick 'utility' spells or 'nuke' spells? This option made the non-combat character more unique; perhaps he lagged a bit in damage output, but there were things he could do no one else could. From what I've seen of 4e, there are no -- or very few -- such choices. The bulk of one's abilites come from class powers, and feat picks have a relatively minor impact. While this makes some character concepts that 3e handled poorly much easier -- the noble-born fighter is the canonical example -- it also seems to punish those who liked to define their character by their out-of-combat skills.
Hellcow said:Since WotC_Miko is a WotC employee and hasn't PM'd me to say "What the $#^% are you doing? Shut up already!" I'm hoping I haven't crossed any legal lines.
Hellcow said:I'll just say that 4E prestidigitation is awesome (much as I always liked it in 3E, as well).
I have to disagree with this. In 3E, a monk's hands are not deadly weapons, even if he focuses on combat.Hellcow said:A monk's hands are deadly weapons, even if he doesn't focus on combat.
Kwalish Kid said:I have to disagree with this. In 3E, a monk's hands are not deadly weapons, even if he focuses on combat.
Let's say: He was supposed to be. And against a commoner, Goblin or even a Bugbear, that might be true after a few levels.Kwalish Kid said:I have to disagree with this. In 3E, a monk's hands are not deadly weapons, even if he focuses on combat.
I'm not saying I want the actual text of all the books up on the net. Anything that's not released will be a surprise, and there will be all kinds of little bits and details that we won't know, no matter how much is revealed now, by the time the books are on the shelves. For example, look at monsters - we have *tons* of data but there's still lots of room for surprise & delight once the books are out - unrevealed monsters, monster design, etc. I am curious as to what exactly you meant by "sales viability" though.Henry said:A common misconception, but no, it hasn't. Latest word from Andy Collins and Scott Rouse are that certain playtesters were given leave to say some limited things, but a general "gag removal" has not taken place. And I can see why, not just because of sales viability, but because WotC wants some genuine surprises for when the books become available - stuff that will cause lots of buzz on message boards when it comes out.
Sure. And that's part of the problem. Half of the game (the non-combat half) is essentially a complete mystery. We have some vague notions (non-combat magic is called rituals! Well, that's sold me on the concept...) but WOTC hasn't told us squat about any of this stuff* and then objects whenever people complain about the game being all about combat, or a boardgame, or whatever. They're the ones who created that perception, and who have so far refused to offer any counter aside from, "you're wrong but we're not going to show you why." This wouldn't really bother me at all, but the basic rules (from the 1st adventure) are set to be available in 2 months, so I wonder why there's this huge amount of cool preview info that they're keeping secret. Show us the (non-combat) innovations, already.Hellcow said:The only point I will raise is that I don't believe that the information released so far or shown at DDXP really highlights non-combat systems.