Joy...more money to burn.
Yes, I like that, too. I mean, so many people worry about their edition not being supported any more or their edition failing and not being supported anymore that there is a definite wish to spend money on your game to get more useful material.
It seems to me that everyone that plays a game for some time will want more material to use. To make his character more exciting. To create a more interesting world. To become a better DM. To try something new (without relearning an entire game).
Anyone that will just be content with a game core rules probably is either very creative, uses other games supplements to support his game, or is just not playing it much. The first case should have little problem "fixing" any real or perceived weaknesses of a class. The second already decided to throw money at his game, he just can't do it directly. And the third will simply not perceive weaknesses and small imbalances as problematic enough to wreck his game.
So, why not add some options that make a character more interesting? 3rd Edition had its 3.5, its Players Handbook II and Sword & Fist or Complete Arcane to improve character classes in various ways. Sometimes, overpowering them, sometimes just adding cool new options.
Shadowrun 3.0 introduced Bioware only in the Man & Machine sourcebook, and initiation was introduced with Magic in the Shadows. Without such stuff, one could say the came was incomplete and possibly even unbalanced. (though to be honest, I would never call SR 3 "balanced", and supplements didn't fix it either)
So finally, I have no objections to 4E "fixing" minor problems in supplements. I am not sure "Weapon Expertise" would belong to this (though I am leaning towards this), but a more interesting At-Will power for the Wizard is fine be me.
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About 3E sucking. Yes, it sucked. Hard. So hard in fact, that it sucked me in around 2000 and I basically couldn't escape until 2008.
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Kamikaze Midget said:
Choosing spells was always an effort in predicting what the DM would do, and was a lousy way to build to any archetype except "toolbox."
It seems to me that there are just different experiences to be had in games, and in that "Observation" post of yours as well as in Heinsoos interview it seems nobody ever saw the entire picture.
I would say picking spells was part of the fun and challenge. Especially in 3E, you didn't really have to "guess" that much (that's more a problem of earlier editions I guess, though I tend to think 4E might have that one too for Wizards). The "fun" was had in optimzing your spell selection: "Who memorizes Dispel magic?" "Okay, we need a Bulls Strength for the Cleric, the Fighter and the Rogue." "We need 3 Resist Energy Spells at least." "Okay, than we need Fireball, Scorching Ray, Magic Missile". (At higher levels, you might pick more save or death spells.)
Of course all this management also created playability issues - and I don't miss it.
3e fighters had enough feats to do this.
And yet, it always seemed that the best route was to go the "boring" route. Just pick Weapon Focus and all its related follow-ups. Improved Trip was a good choice, I guess, and _maybe_ Improved Grapple if you expected to fight against humanoid (especially spellcasters).
And if you didn't play a Fighter, but any other weapon guy, your options are pathetic.
This intrigues me because the same-ness of the Powers system is one of its big failings. I look forward to seeing what they come up with (Bo9S-style?)
I am not surprised that they tried out other ideas. I think there are some "obvious" routes, too. For example, spellcasters could have more dailies and Martial characters more at-wills or encounters. I am not exactly surprised that this turned out to be imbalanced and not working all that well in the end.
I think we already see some of these elements - starting with the Core Rules, in fact.
1) Channel Divinity is an extra power for Clerics.
2) Stances
3) Dailies that can be sustained (and not just "heavy damage" dailies)
Beyond the Core Rules
4) Rages. In a way, "Stance Deluxe"
We need more attrition, Coasties.
Are you certain? Your own game experience suggests that it doesn't work that well for you, if you always end the adventuring day after 2 encounters. (Why, oh why, do you not use that last action point in a third encounter?!

)
Or do you want "slower" attrition? (Because you can run through your characters dailies pretty fast?)
Re-stating it: "If you're a new player who wants to have fun playing the game, it doesn't make any sense to have magic get used up quickly."
I think you re-state it the wrong way. It doesn't make sense for a new player to see that what made his character unique being gone after one fight, while the rest of the party can still do their shtick. Maybe it does make sense from a game world perspective, but it doesn't make sense from a play perspective. And worse, he might think that he should use his Quarterstaff and wade into melee - since everyone knows Wizards wield Staffs, right? - and find out that this is way too dangerous for him and he should stick to Crossbows and suck up that -4 penalty for shooting into melee.
Players always had the option of starting characters at 4th level or retiring them at 14th.
How is a beginning player supposed to know he shouldn't start at level 1 if he doesn't want his character die accidentally? What previous experience in his life would suggest to him that that's the way to go in this game? All the countless video-games that have you start as 1st level character or as a guy that just holds a 9mm Pistol and works his way to 75th level or a Rocked Propelled Grenade. Or his experience as a kid, where he learned to walk before he could run, and where he learned to count to 10 before he learned to count to 100, where he learned to add before he learned to multiply, where he learned to divide before he learned how to derive functions?
Of course, there is a simple way to do this - just write it in the PHB. "1st to 3rd level are not intended for use for beginning players". That would certainly make him consider starting at 4th level.
But then, he had to face the fact that he has to pick 3 feats and 6 powers before he even understood anything about them. Maybe you'd change the advancement scheme and make sure that the 4th level choices are what the now 1st level choices are. But after you have started your game at 4th level and started to learn it there, would you ever go back to play it at 1st level? Maybe. But a lot would probably not, so for those that don't, you did just waste 3 levels of the character advancement.
Where if you design 1st level so that characters start at 4th level, you don't waste anything, and you still start with the kind of satisfying gameplay people want, without removing the concept of character advancement and improvements.
Sure, someone that really needs this 1st level play experience of earlier editions is left out. You didn't spend time on stuff people do not need, but you left out stuff people might like. That's the decision to make, and you can go either route.
Ariosto said:
My point is that the next "edition" may sweep away your concept as well.
Maybe. But I don't care about the next edition until it is in the works.