I think they did leave it like that.
Standard action: attack opponent #1
Minor action: mark opponent #2 with Divine Challenge
Move action: move adjacent to opponent #2 and end your turn there
No?
- Races grant benefits at levels 1-10 like paragon paths and epic destinies, and racial feats make an elf fighter and a dwarf fighter play very differently (Races and Classes, web previews)
- Wizard and fighter powers heavily dependant on weapon/implement and secondary stats, making the orb/staff wizard and the sword/axe fighter as different to play as a melee/blaster cleric or a fey/infernal warlock (Races and Classes, leftover PHB fluff, web previews)
The Wizard traditions sounded kind of interesting, I wish they had kept that idea in some form (just not the cheesy names like Golden Wyvern Adept!).![]()
The problem is: It's probably a total re-write of the wizard, because there are so little powers where a second ability stat would make sense. Plus, I get the feel that the staff had more forced movement going on before - and was keyed to Wisdom first.I am not a fan of the names, but definitely of the idea of wizard traditions. Maybe, if I run a homebrew, I will "re-create" them, using the existing feats and R&C or preview texts as a starting point.

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