Amnestic said:
Nnnn. I'm not sure how much I like that change. Having a spell which allows you to spot traps, but not disable them, is nice I think. It also saves a character from having to spend skill points in Thievery. And really, a Cleric with Thievery? Sorry, I don't see it. Seems wrong to me. I'd probably reimpliment Detect Traps as a spell if I were running the game.
Rituals...what constitutes a "non-combat" spell? I've not got a 4th Ed. spell list so I'll work by my 3.5th one. Would Quench count? The Protection from- spell set? Flying spells? Obscuring Mist? Hell, even an Open/Close spell has combat potential given the right situation.
Some spells have both combat and non-combat uses, especially if you get creative. I might have to get a 4th handbook myself just to investigate, but I don't think I'm really sold on the ritual idea, but maybe I just need to try it out for myself. *shrug*
On the first point, I cite Clerics of Mask or any other deity of thieves. I also argued it for a cleric of Denir (I believe. Whomever the god of knowledge was) with the rationale of him being an information dealer by trade. There's a rationale for it with every character, but you have to be able to work through it in their background.
For example: I'm a Paladin (These guys aren't limited to LG anymore. Paladins can be of any alignment or diety. They're literally just fighters for whatever god it is that they follow). I grew up on the streets and picked up a few skills on how to survive, specifically skills in larceny. This is reflected in a feat that I took (Thievery). Bear in mind that the key ability still hasn't changed, so I could be trained in the skill, but still be shit at it.
The "Protection from" spells don't exist anymore for the most part. Alignment based spells tend to not exist anymore (They screwed with the alignment system. I changed it back for my games). Spells like quench would work as a non-combat spell and Open/Close could fall under a wizard's cantrip spell. That said, with the genuine lack of cast time based spells, I've begun to add battle rituals to add that to the mix.
Class wise, there are multiple ways to add a rogue or healer to the party without having a rogue or a cleric. Bards (Player's Handbook 2) are considered healers now. One class, the Warlord, is a martial based healer. He functions really well, but rationalizing his healing is a bit difficult at times. As far as rogues go, there's a new class, called the Avenger, which is essentially the old Divine Seeker from Forgotten Realms given more actual divine based abilities. Furthermore, classes like the Warlock and Bard have access to Thievery now, so it's relatively easy to replace a lack of a rogue.
Back to the point you were trying to come across with some of those spells, though, spells like "Shield" have been switched to "utility spells/abilities" which don't do any real damage, but provide short-term bonuses to skills or defenses. These spells are regulated in the same way as any other spell. Ritual spells tend to be things along the lines of Knock, Affect Normal Fires, Summon Mount, Enchant Weapon, Purify Water, and things along those lines.
Really, the strength of 4th ed over 3.5 is that, though 3.5 allowed for customization from the ground up with the classes available and what Prestige Classes were available, 4th ed give a much broader flavor for their base classes in that you could literally point at any power source (Arcane, Divine, Martial, Primal, Psionic) and any particular job (They split it up off of basic MMO mentalities, but, when you think about it, several classes can be modified to fit another job. "Jobs" are Defender, Striker, Controller, and Leaders, who end up being your healer).
One of my favorite classes in 4th, the Swordmage, permits me to play a character type that, in 3.5, required at least three other classes in order to pull off properly. Furthermore, the Assassin class, which is only available through some Dragon Magazine issues, is a completely different class altogether from the Rogue class. Different feel and everything.