ExploderWizard
Hero
Ok, here's why things seem "samey" to some.
If you are actually rolling up a character there is no guarantee that you will even have an 18 to put in anything.

Ok, here's why things seem "samey" to some.
Making up carefully worded, pointless straw-men is fun!
All you've argued here is that the character creation rules are the same for all 1st level characters, which is just as true in 3rd edition, and 2nd edition, and 1st edition... Notice how 3e has a generic, step by step entry for making and leveling characters that applies to all of them?
Or, more to the point, not different enough.Some could have been done better, their utter removal makes things feel, too different.
Maybe it's a perception thing, but with 4e it seems like the only viable options a character has in combat are the powers in front of them - and most of them are the same every fight.
Oh sure, every edition has had similar rules, but there are rules and elements unique to each class. Clerics fiddled with domains and turn-charts. Fighters had more feats to pick. Wizards picked spells. Psions fiddled with power points and power-choices. These are the "mini games" I was one of the first to demonize as "pointless" but later call back as "deferential elements". Some could have been done better, their utter removal makes things feel, too different.
The idea of shouting "ADAPT OR DIE" coming from people who are playing a game that came directly from people voicing dissent about the previous edition is mind bogglingly hilarious.
In other news, I thought we had reached a comfortable point where we could discuss a game's flaws and how to fix them without an edition war breaking out. I dislike being disappointed :<.
In addition to the feat approach that I mentioned earlier, another way to re-introduce these "mini-games" into the classes would be to come up with alternate class features. The beastmaster ranger and the tome of readiness wizard are two good examples of this approach. Another possibility could be a fighter class feature that grants a bonus feat plus another class feature in exchange for the 1st-level fighter daily power. A fighter with this class feature would have one less daily power than a normal fighter of his level thereafter.Oh sure, every edition has had similar rules, but there are rules and elements unique to each class. Clerics fiddled with domains and turn-charts. Fighters had more feats to pick. Wizards picked spells. Psions fiddled with power points and power-choices. These are the "mini games" I was one of the first to demonize as "pointless" but later call back as "deferential elements". Some could have been done better, their utter removal makes things feel, too different.
I'll disagree with you vehemently on that one. Expanding upon that vehement disagreeance would serve neither the thread, or anyone else for that matter. I think it is fair enough to say though that in creating a 3E character, there are generally different decisions to be made with different classes requiring different things, whether it be matching up feats (which were more significant) with equipment, selecting domains and a particular religious or alignment angle for a character, or selecting spells/weaponry that neatly fit in with a character concept. I think it equally fair to say that 4E homognizes this process to an extent to make character creation quick, simple and easy. If this 4E process was made more vibrant or if you like with greater complexity, it would make some people happy and others less so....Making up carefully worded, pointless straw-men is fun!
All you've argued here is that the character creation rules are the same for all 1st level characters, which is just as true in 3rd edition, and 2nd edition, and 1st edition... Notice how 3e has a generic, step by step entry for making and leveling characters that applies to all of them?
Are you trying to tell me that Wizards don't have spells to pick in 4e? That 4e classes don't have rules and elements that are unique to themselves?