Emirikol said:
So, the "eladrin" can teleport around eh? Most races can see in the dark. Magic can pretty much duplicate any "natural effect." What's the point of skills again? It will be interesting to see how the hypermagical system of 4E is going to balance this.
How do you suppose they will overcome making the rogue obsolete at 1st level? You dont' need his climb or stealth abilities if you can just teleport at 1st level. Is he just relegated to the role of comic relief in 4E?
jh
It likely depends on how far they can jump, how often they can use it, if there are prerequisites, etc.
Having a wizard who could cast Tensers Transformation never made the Fighter in the party useless. It just made the wizard *almost as good* in melee for one fight. The Fighter can do it all day long.
Having the Jump, Spider Climb, Invisibility, and Knock spells available never made the wizard better. Again, he can do it once or twice in a day, while the rogue can do it all day long. In addition, if the wizard is doing these things, he's not casting magic missile, sleep, Melf's Acid Arrow, etc.
I've never minded having role overlap. I have no idea why some people find it such a problem. I actually dislike the whole cardboard cutout approach to siloed abilities that the game seems to be going in, because it makes you dependent upon certain character types. Having a wizard wave his hands in the air, mumble some magic words, and spit on the wall, in order to have that lock magically spring open is very, very different from having Argon the cutpurse crouch down in the alleyway, check for booby traps on the door, flatten himself against the wall to hide as two guards walk by the mouth of the alley, then pull out his lockpicks, spring the lock, and slip inside. Very, very different.
Banshee
Banshee