TwoSix
Everyone's literal second-favorite poster
Agreed. As long as it's well communicated, I see no problem with some classes having moderate or even extreme differences in situational capability.Why exactly can't you do that? Who says all possible classes need to be equally effective and/or useful in all campaigns?
The challenge, of course, is giving a character whose schtick is "all non-combat abilities" at least some push-button abilities that aren't dependent on GM fiat. The extreme diplomancer or puzzle-solver whose class abilities boil down to "better chances on skill checks" isn't a good class design.