Yeah, part of the design goal for 4th edition was to remove the situation where one character solves the encounter while everybody else waits. This meant actually balancing the classes in terms of both in-combat and out-of-combat usefulness. Gone are the days when the party bard does all the talking and the rogue does all the searching... now, everybody plays in every encounter.
It used to really irk me how when I was running a dungeon, most of the dialogue at the table was between the DM and the rogue. Then when we get into combat, everybody can play again.
I understand the desire to balance play. I've certainly been in my fair share of games where I've sat around while someone else was busy because they had the skills and abilities needed at that time. But isn't that the point of having different classes to begin with? Bards are
supposed to do the talking because thats what Bards do. Rogues do the sneaking, wizards do magic, and fighters do the fighting. You pick a certain class specifically so you can specialize in something that no one else is as particularly good at, otherwise, why bother?
It also used to irk me that a character could become bad at combat just by choosing certain conceptual combinations. I ran a campaign where one of the PCs was a thief who ended up becoming ordained as a cleric of the thief god. But it turns out that picking up a few levels of cleric ultimately makes you both a bad rogue and a bad cleric. The multiclass rules are now a bit more permissive of building weird concepts without becoming either game breaking or game losing.
I can understand being concerned when the results of multiclass combinations result in
unintentionally reducing the effectiveness of the character. But I've always seen that as the point at which the player and the GM get together to figure out how to address the issue. Perhaps you rework the character completely, perhaps you fudge some of the rules and abilities to balance things a little better.
But what about intentional choices to become bad at combat? There is more to adventuring than combat...and I like the flexibility that 3e provided in terms of being able to create a character with that in mind that could still be useful. But lets take it a step further...what if I want to create a character who is terrible at everything, but has a fun personality or that provides challenges for the party to overcome? The new system prohibits that from ever being an option. When looking at the system and playtesting it, I saw no way I could intentionally create a "skill monkey" or a "charisma monkey" who only entered combat as a last resort. I remember asking someone about it, and he said "But why would you want to be bad at combat?"
In terms of the skill system limiting character concept / role play ---
There is nothing stopping you from having a character who is well versed in some certain topic or skill - for example, you can have a character who is a shipwright even though there is no "shipwright" skill on the sheet. Those types of skills usually have little bearing on combat, so I think it was a good design choice to not make people choose between character concept and combat efficacy.
I guess I am confused by this. I dont see it framed as a choice between concept and combat efficacy...they are not neccessarily opposing qualities. Combat efficacy is part of character concept, not in competition with it, just like skill competancy or magic ability is part of the characters overall concept.
If anything, the "role playing" got taken out in the jump between 2nd and 3rd edition, when they made stuff like Diplomacy into a skill check instead of entirely basing it on a conversation between player and DM. A good change, if you ask me.
I thought the skill check tool was a good way to handle situations where, for instance, a characters ability in something far outstips the players ability. For example...When trying to intimidate an enemy...if I am playing a character who is much smarter or more charismatic than I am, I can tell the GM what affect I am going for with my opponant..."I say such-and-such...only much prettier", the GM can then use my subsequent role to help gague just how effective I was, rather than just relying on my own personal intelligenceand charisma. I don't really see it as taking away from role-playing, but adding to it.