Stopped reading here.Each role feels exactly the same. All defenders have a mark. Each mark might do a different effect, but at the end of the day it doesn't matter if your a swordmage, warden, or fighter, your main purpose is to run-up, attack, mark, and repeat.
Claiming that the two "feel exactly the same" demonstrates to me (and no doubt to most other experienced 4th Edition players reading this thread) that you are speaking from ignorance, and have not actually had any experience with - or even looked closely at - the classes in question.
Its called unnecessary complexity. If you can accomplish X with one system, accomplishing X with 12 systems is unnecessary complexity. 12 systems is what we in the RPG world tend to call clunky.
Someone has thus far conceded that 4e strikers all play very differently.
Seems to give away the argument right there, IMNSOO.
Accomplishing X with one system instead of twelve systems is ipso facto more homogenous and less diverse.
It may indeed be better, but it seems a bit disinegnuous to say, "What homogeniety!?" and then proceed to extoll the virtues of One System X.
Ok, here's why things feel "samey" to some.
<snip>
Lastly, I originally thought getting rid of different "subsystems" would streamline the game and make it easier to play. Why learn a new mechanic just to play a wizard, psion, warlock, etc? Well, here's why. They played different so the game FELT different. A fighter could be a crafty tactician, or he could run up a kill-kill-kill. A wizard needed careful resource management and a more patient player (at least to be effective). A rogue needed to know the ins-and-outs of the skill system, etc. In essence, they were all little mini-games. Those mini-games are gone, and every class is poorer for them.
I think no one (except the most stubborn h4ter) would argue you could roll up a elf druid an play him EXACTLY as a dwarf fighter, but there is a lot of sameyness in the new "one class frame to rule them all" method of advancement. Classes like the psion (which eschews encounter powers for PPs) earlier would have fixed I think a number of complaints (for example, making wizards more daily-heavy while making fighters masters of encounter-powers).
Again, for the 3rd time, it depends on where you are looking for variety. Variety in design or variety in results.
What is really accomplished by having 12 ways to achieve the same result.
Well... not ALL differently. There are three types of strikers.
* Archers (archer-ranger, beastmaster-ranger, warlock, sorcerer) do as much damage as possible while standing as far away as possible from the target.
* Skirmishers (two-blade ranger, rogue) do as much damage as possible in melee by using flanks, shifts, and other movement to avoid reciprocal strikes.
* Tactical Nukes (barbarian, avenger) do as much damage as possible to a single target as quickly as possible.
Still, that's a lot more diversity than leaders or defenders have. Controllers (as I pointed out) don't seem to really fill a unique niche; they either act as defenders (stopping foes from attacking others), strikers (doing large damage) or leaders (granting allies bonuses to rolls), often at the same time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.