Kaelik wrote:crazysamaritan wrote:Non-magical combat first aid
Crusader
crazysamaritan wrote:Blasts of magical energy cast at-will
Oh you mean Warlocks and Demons and people who could actually get at wills that did something besides do 2d6 damage?
See the Complete Arcane Warlock is a weaksauce class in 3.5, because it does moderate damage and has a few moderately awesome at wills.
That also makes it 100 times better then any 4e class.
The 3e PHB came out in 2000. CArc came out in '04, ToB in '06. The first thing that popped to this poster's head as a solution was in a book that took six years to come out. By that logic, how are we to know that 4e won't have solutions to these problems by 2015?
"4e is limited! I can't play a necromancer!" Nope. Not really, not without a few new rituals. When I first got into 3e, I wanted to play a battlemage - a staple of fantasy, the armoured dude swinging swords and spells with equal proficiency. Yes, I could multiclass wizard and fighter, or sorcerer and fighter. I'd have to cop some spell failure from my full plate and heavy shield, sure, but there were ways around that. Mithral cuts it down by 10%. Then there's... no, wait, that was from a later book. Erm... oh! There was... no, that was 3.5... And, of course, my mithral full plate was 10,000 gp to buy. Not that it mattered at first level, because I couldn't even afford iron full plate.
So, really, come to think of it, out of the gate, 3.5 didn't even let you play the plate-clad swordsman. That's a pretty basic archtype right there.
3,5 wouldn't let me play my battlemage at level 1without house ruling. 4e won't let me play my necromancer. 3.5 wouldn't let me play my werewolf (LA and HD) at level 1. 4e won't let me play a psion. Actually, to begin with, 3.5 wouldn't either. So, yeah, both lacked options to begin with. There were the basics, and then more added in supplements... like the crusader. Like the warlock.
I can get the annoyance at not having guidelines - even if not a full system, but the basics - for guilds, armies, all that. Then again, I was a little annoyed that 4e didn't have vehicles. They came in the Adventurer's Vault. I was really annoyed that there were no 'standard' shapeshifting rules - one of my homebrew settings uses shapeshifting extensively. PHB2 came out with it. Beyond that, weren't the first rules for running a guild in a 3.5 book? Leadership, sure, but actually running a guild? I may be wrong, it's not something I ever really touched much, so if someone can throw me a book and rough page, I will cheerfully withdraw my statement.
Now. Is everything in 4e perfect? Gods no. I particularly fear the imminent "fill the grid" of role/source (Martial Striker, Divine Striker, oh, we have no psychic striker. Soulknife sound good?). I fear that prestige paths and powers will become the new PrCs and spells) (we need six more pages. Got any fighter powers lying about? What about a wizard path?)
No system is perfect. Given time, the real problems will be houseruled, to the point that people think of their groups common houserules when they think of the system. Gelare recognised this about 3.5 - "I haven't played without 3.5 house rules for something like half a decade." I often got a little lost in 3.5 alignment discussions, because I never really bothered with them. They got ignored completely, save as a few subtypes on demons and the like. 4e doesn't have that advantage. It's not been around for half a decade. It's not been 'fan-fixed' to the extent that 3.5 has been. And, in your games, it may never get that chance. Cool. That's fine. There's still people playing 2e for similar reasons. Does that make 3.x a useless system? No. It means they didn't see the advantages of 3.x as worth their time fixing the problems. For others, it may have been that 3.x didn't fit their concept of what they wanted - if you want gritty stuff, you probably don't want 4e.
Then again, you probably don't want high-level 3.5e, either. No system's perfect.