KidSnide
Adventurer
But which of these things needs to be 'fixed'? Every character ALREADY has non-combat areas of expertise. Even the lowly fighter gets at least 3 skills right off the bat. Even assuming he takes Athletics, Endurance, and Heal as his 3 skills they have myriad non-combat uses and such a character will have plenty of opportunities to use these skills. He'll also have a pretty decent skill bonus in certain other skills, which he can use effectively as well. I don't see how a niche non-combat role is going to make any difference.The purpose of non-combat roles is:
- to ensure that each character has an area of non-combat competence (a non-combat "niche" as it were);
- to place similar non-combat abilities in a common context so, for example, magical forms of stealth can be balanced against non-magical forms of stealth; and
- to provide a shorthand way of understanding a party's ability (e.g. "This party has three infiltrators, a face and an explorer. I know what they're well suited for...")
YMMV, I suppose, but I don't think the basic fighter you describe has a meaningful non-combat niche. Athletics, Endurance and Heal provides some competence in narrow types of activities, but I don't see them helping the fighter participate in many non-combat obstacles. In a way, he's like the 3e Bard -- there are some abilities there, but they don't provide opportunities for the character to shine in the same way that the explorer-ranger, infiltrator-rogue or face-bard can each dominate their categories of non-combat encounters.
I don't understand what the difference between 'magical stealth' and 'non-magical stealth' IS. 4e makes no magic/mundane distinction at all.
I was distinguishing arcane invisibility/disguise rituals and powers from the stealth skill and the related martial powers. (Although you're right that the stealth skill itself could be reflavored to be magical in nature.)
More generally speaking, rituals, non-combat utility powers and some class abilities mix together in strange and inconsistent ways. I think the game would be stronger if the major types of non-combat encounters (infiltration, persuasion, travel, information gathering) each had more of a consistent design with a better sense of balancing the different abilities PCs have to approach these different types of encounters.
-KS
Last edited: