thanks for the replies everyone, think I'll start from the end and go back.
Zsig said:
Don't get me wrong, I had the same feeling when I first read the books, now, I come to think about it you have as much to do outside combat as you had before (if not more).
Stalker already gave the example of the Rogue.
Now think about the Fighter. (I won't do that for you...)
I can agree that the rogue and fighter have not really been any more non-combat oriented in 3e. But I might not have made this point; I can't stand 3e(well I'm no big fan, I'll play it if my friends want to play it since its more about the social situation than the game). Find a generic thread on the flaws of 3e and i can probably agree on 90% of them. What I'm looking for is most likely something that has not been focused on alot in D&D before.
Maybe it can be done with skills. I'm not saying "add more skills". what I'm looking for would work together with the core 4e skill rules, but it would give you bonuses in more specific cases(like "sharp ears" would give you bonus to listen-based perceptions).
Maybe utility powers are the way to go. I agree that great leap and beguiling tongue are powers that are spot-on what I imagine you could see in such non-combat powers. Although we would then enter the problem-area of non-combat powers being used/abused in combat. And of course the problem with utility powers being in the combat-silo, making it tricky to choose between aggressive/non-aggressive powers.
More feats might be very close to what I want. It is seemingly the easiest way to add these rules to the game.
"you gain 3 non-combat feats at 1st lvl, and one every 3rd lvl after that. Certain non-combat feats costs more than one feat, and can be pumped up with more feats later on". It would work pretty damn well. And if you take inspiration from the 'channel divinity' feats that gives divine people access to deity specific powers, you pretty much have access to everything.
Zsig said:
Anyways, there are two ways I could possibly think for you to do what you want:
1) You got some basic list of "non-combat" powers that every class could dip in.
2) You got one list per class/power source.
If you go with (1) you'll risk turning the game too silly, or, really you won't change a damn thing because we already got Feats & Skills, and they work pretty good. Most of the "non-combat" abilities from 3.X that we don't see anymore are either part of some skill or made into a feat.
If you go with (2) you'll have the problem of getting things unbalanced, some classes would get some obvious powerful (and more useful) stuff while some others would get some trivial stuff (Think Wizards vs. Fighters).
And that's where Rituals come in. With a simple feat or two you have access to them, no matter how dumb you might be. Even though Wizards gets them for free, it's not something out of reach for anyone.
My advice, play the game for a few more sessions, you'll realize there's nothing wrong the way it is
(1) definitely. the restrictions to getting a background would probably be things like ability scores, x powersource/'ability to use x powersource', trained in certain skills, stuff that you can get around with training.
Problem with rituals is that they are still pretty much external. a ritual does not a character make imo. but I think that the devs talked about the possibility of non-arcane/divine rituals, which would probably make it more useful.
yeah, I'm going to keep playing the game. As of yet this is just a thought in my head of what I would like to see more of. if i once get to Play the game aswell i might change my opinion completely(the ones that i play 4e with are either too fresh to DM or "haters" that won't DM)
burntgerbil said:
I think the nerfing of the spell issue is a response to inconsistent DM handling of creative use of spells in 3.5. I feel that 4e tries to standardize everything to make it easier to DM - at least with the core books. Unfortunately, this comes at the cost of some really cool spells - ( I loved transmute rock to mud and wonder if I will ever see it again in combat )
I think over time, we will slowly see these options return in other books, but the true range of the 3.5 magic system will likely always be absent - and with it a large part of the creativity of the game many players were used to (until they learn to adapt).
EDIT : on the plus side, this does eliminate to some extent the Scry, teleport, nuke routine that many high level parties use.
yeah, the vancian system allowed for everything, but it was alot of work. i believe that 4e can be just as "open", but we need to see more rules for it first. (hehe, I can see the paradox of "having more rules to enhance roleplaying" that people probably are thinking of when reading this. I can agree with that to an extent, but I feel these are potential rules to be used as 'guidelines'/inspiration

)
hopefully we will either learn to adapt or get a modular add on of rules that can be used. Whats great about such modules is that they can be removed without hassle if someone doesn't like them.
Jhulae said:
Really, how much non-combat stuff did any edition of D&D really have before 3e? sure, AD&D had 'non weapon proficencies', and RC may have had something similar, but really... not much in the way of non-combat stuff, yet, somehow, people still managed to RP.
I really don't mind that non-combat stuff is more freeform now. in a way, it lets you use your imagination more rather than having to rely on a lot of rules.
ymmv
Naturally, most games that have the core needs covered can encourage roleplaying. It's just that at certain times rules that encourage rping adds an extra oomph to the game.
Freeform is great, but certain non-combat situations can get messy if you don't have certain limitations on what you can do. And sometimes its great to know that a special ability you got saved the day beyond you personally thinking of a way(maybe a way that your character normally wouldnt follow either) to get out of an situation.
for example, having a non-combat feat that gave you sharper hearing skills, don't you think such a feat would be pointed at during roleplay? such small bonuses are hooks for players to build their character upon.
Stalker0 said:
What in particular do you feel was noncombat about 3rd edition that has been lost in 4th.
3e was not my favorite game. but you could if you wanted the scolding, take non-combat feats. 4e is better on evening out combat, but I still feel that non-combat is left out in the cold. The background bonuses in the forgotten realms players handbook is a development in the right direction though. Everyone can get a background bonus and it doesn't really hurt your combat optimization.
(post getting big, trying to keep things short

)
teach said:
I have to say that I'd rather have less rules for non-combat encounters than more because it gives me as the DM or player a lot more flexibility ("you want to be a chef turned adventurer, you're a chef!") it would be great if they came out with a book with all that non-combat fluff (and crunch) that is present in earlier books. Things that pop to my mind right away are things like keeps, midevel professions, sample npcs, random treasure and encounters. Things that would help me as a player or DM flesh out my character or world. I know that a lot of these things have been published already and can be modified from previous rule sets, but I would prefer that they are tied in with the current rule set.
And i like the idea of having a seperate power "silo" at certain levels that give you more non-combat options. Every time I have to choose between a non-combat power and a combat power as a player, I'm going to pick the combat power, because at least in the games I play in, you'll use the combat powers a lot more.
I once had a wizard which was a baker, great times. Those sort of backgrounds is not what I'm primarily thinking about. Special backgrounds like "mind-reader" and generic ones like "sharp ears" is probably what I'm looking for. Small quirks that isn't a character-in-a-nutshell but gives bonuses or special powers depending on how much you've spent on getting it.
Oh what I would give for a monster manual with no monsters but humanoids. the evil guy behind the throne, the local assassins guild, the knight templars of the paranoid paladins. people with motives and style
Non-combat silo not connected to combat is a must for these rules to work well with 4e. It might cause power-creep, but I feel that it would most likely be so little that you as a DM shouldnt have to worry that much about it beyond raising the DC's on skills with a few points.
had some more text here but it got eaten, so to craw hammerfist:
Thanks for feeling

. get a game up and running and try it out. I agree that 4e has done great things for combat but is still too blank in the area of non-combat. skill challenges is interesting but i've yet managed to run it flawlessly, but the theory itself is great for inspiration.
if we got non-combat rules in the future, i don't see any reason why we shouldn't use them the same way that we've been using skill-challenges: modified and with houserules.
Sorry for the long reply, I'll have to sacrifice replies later on to be shorter. And now I see Plane Sailing replied as well: And yes, its pretty true. 3e is not a good example of non-combat mechanics and other rpgs should be looked at for inspiration here.