sjmiller said:
One recurring theme in all my campaigns is the EFN, or Evil Foreign Necromancer. This is the powerful evil wizard that creates and controls undead minions to fulfill his nefarious goals. I can't seem to figure out how to create this in the current edition. In 1e, 2e, and 3e it was quite easy.
This is going to hopefully not sound like a silly answer. One would handle this the same way one would handle Swashbucklers in 1e, or Half-Orcs in 2e: DM fiat. The NPC has a ritual that will bring undead minions to life.
Spoiler for Keep on the Shadowfell:
[sblock]In fact, Keep on the Shadowfell is a lesson in exactly that: The dungeon is jam packed with undead, created by the BBEG. How did he do it? The module doesn't go into it, but it's plain to see human sacrifices and a rift to the shadow plane are involved. [/sblock]
The tinkering gnome illusionist, or any form of specialist wizard, is not possible. It seems that if you do not wish to be a battle wizard of some form or another then you are not going to have an easy time making your character.
This is agreed, at this point. I'm still thinking later books or 3rd party stuff will likely fill this out.
Then there is a Ranger who is not either an archer or a two-weapon fighter. Perhaps one that is a bit of both, or one that relies on the longsword and maybe a shield. If you do not fit into the tightly focused definitions of the current Ranger then you are out of luck.
Sword and board rangers are possible, but just like in 3E it's suboptimal. I'm not really sure what other types of ranger there are, really: Zweihander Rangers? They're about as viable as the Sword and Shield - there's JUST enough powers to make them doable, but not a wide selection. For Combat choices, that's about it.
If you want to make a sorcerer, a non-spellbook dependent wizard, well you just have to wait till they decide to bring out the next Player's Handbook.
The 3E style sorcerer is not really viable anymore. Their main schtick, the Wizard killed him and took his stuff.
Looking at my gaming group, discounting the 3 players using races from Arcana Evolved, I would be hard pressed to recreate the group at all.
Given that most of the options listed sound like they come from supplemental sources besides the core books to make them viable, this is very understandable, as we're looking at the first month. All but one or two of those would have been viable characters who contribute to the group in August of 2000, either.
However, given your point, there's still a HECK of a lot of room in the RPG circles for 3E to continue to thrive, just for those reasons if nothing else. And 3E works for the players as a game easily from 1st to 10th level; I just have seen it from my end to stop working after level 12 or so, and as a DM I HAVE to use my own shortcuts if I'm going to run a game of it at all. If D&D 3 cut itself off at 10th level, and had an NPC system well-developed for it cribbed from Spycraft 2.0, I'd be all over that game like sauce on spaghetti. But because I'd have to crib too many sources to make it work, I'm going to play 4e, become proficient with it, and then see what I can steal from the NPCs to take with me to a 3e game, if I can make that work.
And who knows? My gamers may just like 4e enough to stick with it, saving me even more work.