Responding to
Lanefan...
Re: swimming / another trait
True, but it only needs to be noted once (or once every very long while); it wouldn't be tied to a stat or anything else that changes all the time.
Still, all one needs is a simple free rank or two in a skill to avoid adding to default character model.
Re: when rolls disagree with character's concept
Just like now; players adapt. Or, they come in with a few different concepts and see where the dice take them. In 3e, most concepts can be done with most rolls anyway.
No quarrel here. I prefer character creation with lower degree of randomness. It allows, among other thing, for planning social aspect of party adventuring. For example, some campaigns I run rely on characters being members of a team of similar individuals, only later developing into more unique personalities. There was also one short adventure based on a concept of characters being very similar, slowly evolving and becoming unique, and finally, at the end of the story, realizing that they are merely parts of one split personality travelling through dream realm, and that in order to survive and wake they have to sacrifice their individuality.
Re: Treasure and components
Then don't give out so much treasure. This is one game aspect the DM has complete control over. And to avoid the "sacks of ingredients" problem, clerical spells in particular could be paid by sacrificing anything of value; it'd be easy enough to come up with something similar for wizards.
I don't. My real gaming started with WFRP, where treasure is scarce to nonexistent. I like the idea of simple sacrifice system. It's just that in a system where you can easily access items worth thousands of gold pieces (or rely on monster-of-the-week type of opposition to avoid handing out too many magic weapons), it's not as easy.
Re: Abuse of transportation spells
Then don't rely on core rules. [...](and your SH+T problem goes away unless the person providing transport has been there before...)
Umm, we're talking about 4th edition core rules, right? And how should they differ from 3rd.
Rest assured that I have designed some home-made prevention systems, still, as per core rules, defense mechanism for one castle would drain up resources of medium size kingdom.
I don't like tweaking starndards too much, though, as it sometimes breaks up adventures and adds too many little exceptions over the course of campaigning.
Also, SH&T problem is a little more complex thing than simple transportation issue. It's all about spells being superior to mundane means of solving problems while, IMHO, they should offer only equally viable alternative.
Re: Resurrection failure chance
In 1e, resurrection failure chances were fairly low provided you had a better Con. score than a fieldmouse. But perma-death can and does happen, though not to the rather overstated level you imply above.
There were sessions where I failed my own resurrection roll more than once. It hurt, especially when you played tough warrior with 16 Constitution.
Re: Scaling damage
I find myself running more and more monsters with lots of small-ish attacks each round.
*sigh* Does not work with spellcasters on the opposing side.
Re: disruptive, or temporary disabling vs temporary killing
Only disruptive if your game is predicated on everyone surviving. At those levels, revival effects are available and most parties will try to bring back a valued companion even if there's a chance it won't work. Fine with me.
I prefer dying to be a rather important in game event instead of save/load pause.
Regardless of the "roles", gameplay will always be exactly as inventive as the players can or will roleplay; the characters are much more than just numbers on a page, and if the players give them some character the mechanics being the same pales into insignificance. Buff spells will be overused regardless of the role mechanics. What you call an unbalanced encounter I call interesting...a military patrol meets a lone Kobold "Yeah, Sarge, leave it to me; I can take 'im with one 'and behind my back" "OK, Private, go to it" then gets the shock of its life when Private turns coat...I fail to see a problem.
True. However, I'm talking about steretyping caused by the system, not how the players are supposed to circumvent it. Also, about how rock-paper-scissor type of system leads to unbalancing encounters (and to certain predictability).
To scale the game to 100th level you'd have to make it mighty boring for the first few levels, and as that's where most gameplay usually takes place (particularly for new players) that'd end up being somewhat self-defeating.
There are games which handle this type of scaling while maintaining high attractiveness. The curve of power increase does not need to be steep provided you avoid giving out binary powers[1] and allow for character growth unrelated to combat effectiveness.
regards,
Ruemere
[1] Binary power:
Power which yields definitive result (usually success or failure), irrespectively of circumstances.
Examples: Detect Evil spell. Detect Magic spells.