Actually, the header should have mentioned the barbarian and monk classes, too.
When it comes to designing a character, players are all about the choices. Options they get to pick as the character grows. Stuff to make the PC unique or special compared with other PCs.
At the top of the list are fighters, rogues and committed spellcasters (wizards, clerics). With fighters, you get to refine the character concept via feats and weapons picks. Rogues get the skills, obviously. And even though mages and holy spellcasters have access to - potentially - the same spells as the next guy, the PC concept can be refined by specializing toward certain spell packages.
Bards are almost as flexible when it comes to character-defining options, and rangers at least have two weapon specializations to pick from as well as their favored enemy focus. Animal companions and familiars are also ways to dress up certain classes so that the player can choose stuff.
But the paladin? Boring! The only major picks you get are which weapon he prefers and what color his mount is. Everything else is mapped out in his level progressions.
Ditto with monks -- "Gee, do I want to use my fist this time or a stick?" The exotic martial weapons just aren't much of a smorgasbord.
And then the lowly barbarian. Sheesh. He's left with not much more than how often he wants to rage in any particular setting.
The biggest choice to make when it comes to paladins, monks and barbarians is whether you want to play a paladin, monk or barbarian. After that, you got nothing.
I say drop 'em entirely from 4th edition, or make the classes more open-ended and option-friendly.
When it comes to designing a character, players are all about the choices. Options they get to pick as the character grows. Stuff to make the PC unique or special compared with other PCs.
At the top of the list are fighters, rogues and committed spellcasters (wizards, clerics). With fighters, you get to refine the character concept via feats and weapons picks. Rogues get the skills, obviously. And even though mages and holy spellcasters have access to - potentially - the same spells as the next guy, the PC concept can be refined by specializing toward certain spell packages.
Bards are almost as flexible when it comes to character-defining options, and rangers at least have two weapon specializations to pick from as well as their favored enemy focus. Animal companions and familiars are also ways to dress up certain classes so that the player can choose stuff.
But the paladin? Boring! The only major picks you get are which weapon he prefers and what color his mount is. Everything else is mapped out in his level progressions.
Ditto with monks -- "Gee, do I want to use my fist this time or a stick?" The exotic martial weapons just aren't much of a smorgasbord.
And then the lowly barbarian. Sheesh. He's left with not much more than how often he wants to rage in any particular setting.
The biggest choice to make when it comes to paladins, monks and barbarians is whether you want to play a paladin, monk or barbarian. After that, you got nothing.
I say drop 'em entirely from 4th edition, or make the classes more open-ended and option-friendly.