This is not about edition.
<snip>
This is about individual's game experiences past and present.
This post does talk about editions - and experiences with them - but I hope that it doesn't cross the line that you've got in mind for your thread.
But, in 3e, to be a "real killer with a bow" meant that my fighter wasn't much of a front line fighter. If I'm burning bow related feats, at least until I get very high level, I don't have the extra feats to make me also great at melee combat.
<snip>
Earlier editions didn't really suffer from this, mostly because there simply weren't any build options to take.
Actually, as soon as UA introduced weapon specialisation, it became possible to build your fighter as a melee combatant or ranged combatant - although going ranged was harder, because it required DEX to boost your attacks but you still wanted STR to boost your XP.
A group or even a single player had the ability to choose to play an optimization game in which the cost was enforced specialization or to not play the optimization game and not be forced into role specialization... now that choice no longer exists. You have had your role specialization explicitly built into your class... and the class optimized for said combat role.
I don't think that 4e pushes as hard on the optimisation front as you do. The wizard in my game is far from optimised - he has two arcane familiar feats, Deep Sage and Skill Training (Dungeoneering). He's as much a scholar and ritualist as a controller. In combat, it's not uncommon for him to plink away with Magic Missiles (a very poor man's striker).
But anyway, to say your class is optimised for a certain role, and thus "forces" you into specialisation, is only to say that build choices are made at the class-selection point, rather than the class-feature-selection point.
Which takes me to:
The thing I find strange is the claim that permeton made that at this point, 3-4 years down the road we have the flexibility that this isn't a major problem... well no, it's not if you're willing to buy a ton of books, comb through a gigantic number of feats and kinda, sorta squint while ignoring the things that don't fit your concept and still be on the low end of effectiveness if that's not the role you should be tackling... and/or wait a couple years in the hopes (because it wasn't a sure thing) that the developers of the game would realize how silly hardcoding a combat role into a class/archetype really was. Looking at just PHB 1 vs. the first PHB of earlier editions 4e is alot more restrictive and confining because it went the route of hardcoding combat roles in the beginning.
A different way of looking at it - which echoes what I and other said
way upthread, that the impact of roles is more on the designer side than the player side - is this: while the 4e PHB is more narrow in the range of options it offers than are some other PHBs, it delivers a more focused game with tighter play.
I know that's not a universal experience, but it is certainly the experience of me and my group. The game's combat resolution is a sophisticated and elegant machine, and it's moving parts are the PC and encounter build elements that the designers have given us! Without the tight, focused design of the 4e classes, they wouldn't deliver this payoff in play.
I think for those who want a different sort of play experience - in particular, one where the relationship between build and action resolution is looser than 4e (perhaps certain styles of classic D&D, and even moreso I think 2nd ed AD&D) - can expect to find that 4e is not the game for them.
But other editions have also had features of the rules that (for better or worse) aimed at delivering the play experience that that editions authors thought was worth having. And to that end, I thought I'd quote a bit of Gygax's DMG (pp 61, 86):
Combat is a common pursuit in the vast majority of adventures, and the participants in the campgin deserve a chance to exercise intelligent choices during such confrontations. . .
The gaining of sufficient experience points is necessary to indicate that a character is eligible to gain a level of expereince, but the actual award is a matter for you, the DM, to decide.
Consider the natural functions of each class of character. Consider also the professed alignment of each character. Breifly assess the performance of each character after an adventure. Did he or she perform basically in the character of his or her class? Were his or her actions in keeping with his or her professed alignment? Mentally classify the overall performance . . .
Clerics wh refuse to help and heal or do not remain faithful to their deity, fighters who hang back from combat or attempt to steal, or fail to boldly lead, magic-users who seek to engage in melee or ingore magic items they could employ in crucial situations, thieves who boldly engage in frontal attacks or refrain from acquisition of an extra bit of treasure when the opportunity presents itself, "cautious" characters who do not pul their own weight - these are all clear examples of a POOR rating.
This very strongly suggests that role, at least as Gygax conceived of it, flows not from the player - as many have posted upthread - but from the build, namely, the choice of class plus alignment (of far greater mechanical importance in AD&D play than in 4e play).
Presumably, though, many players - all those who played charitable NG thieves, for example, or cowardly and treacherous fighters - just ignored these guidelines (or hoped that their GMs would). The same players, playing 4e, are presumably capable of doing comparably imaginative things: the GM building combat encounters that will reward players for breaking from role expectation, or letting the player of the fighter take a STR bow attack as one of his/her at will powers.
We seem to have ended up in a situation where at least some people don't want the experience that the designers have built the game to deliver, and yet seem strangely reluctant to depart from that design.
Likewise with the comment that 4e produces combat-centric play. Plenty of people ran AD&D games with less combat than the DMG (as quoted above) seems to envisage. Why would they become incapable of doing so when sitting down at a 4e table?
I guess that, despite my differing from him earlier in this post about when fighters encountered build rules (UA rather than 3E), I ultimately agree with [MENTION=22779]Hussar[/MENTION]: the game designers have always had expectations about roles (combat and otherwise); they have build those expecations into the game in various ways (in AD&D especially via the alignment and advancement mechanics, in 4e via the PC build rules); and there is plenty of scope to at least tweak the rules, and thereby the expectations, while leaving the bulk of the game intact.
Which is not to say that the game will play the same. A game in which fighters have STR archery at-wills might play a bit differently from standard 4e. But then, a game without alignment will play pretty differently from standard AD&D. That was why, back in the day, at least some of us were very enthusiastic about Dragon articles that would give us advice on how to run alignment-free D&D!