Themes can give good ideas for new players for their character. Being able to be a werewolf or a wererat (Neverwinter themes) would be loads of fun for a player at level 1 roleplaying wise. It also could be used to add flavor to old characters. I planned on having my bard be a Knight Hospitaler, complete with boyscout like merit badge. At level 5 he will have a lot of fun barging into mansions and demanding free room and boardI re-express my previous opinion. I think the new themes give players more than the old themes did for less. If people thought they added to the flavor and RP, great! I would so be in favor of that. I feel like people want the mechanics. I might be swayed if people proposed some locally flavored themes to accompany the generic.
Some of the non-Dark Sun themes do have power swap options (but they still give things out at 5 & 10).I'm torn. I liked the Dark Sun power-swap styled theme structure more than the Dragon "freebie at levels 5 and 10" style.
Sub-proposal, another theme to go with twils.
Renaissance Person
Level 1
Philosophers Lean
You realize that you just don't know, or can't reason. So you ask a friend to do it for you.
Encounter *No Action*
Close burst 5
Immediate Interrupt
Trigger: You roll a d20 for an arcana, dungeoneering, history, nature, religion, diplomacy, intimidate, or bluff check and dislike the result.
Effect: One ally in the burst can reroll the check for you, using their modifier in place of yours. You must use their result.
Level 5
Renaissance Learner
Choose one: gain another language (not supernal), or +1 to a skill you are already trained in.
Level 10
Artisan Talent
Gain training in any one skill.
Grew up near The HangedManHobgoblin
Level 1
Duck and Cover
Years of witnessing the carnage near the Hanged Man make you quick on your feet.
Encounter *Move Action*
Close burst 2
You or two allies in the burst.
Gain +2 to all defenses TSNT, and the next time the target shifts before TENT they gain a +1 power bonus to the distance of that shift.
Level 5
The Hanged Man Story Hour
Gain +1 to diplomacy, bluff, and intimidate, once per day reroll any of the aforementioned skills.
Level 10
Heard Tell
Gain +2 to history checks, and training in one skill chosen from arcana, dungeoneering, history, nature, religion.
Ex-Guard
Level 1
Street Experience
Countless street fights taught you to make that first shot count.
Encounter *No Action*
Trigger: You hit with an at-will or basic attack
Effect: The attack weakens the target TENT, and does an extra 2/5/10 per tier.
Level 5
Every cities the same.
+2 to streetwise checks, and +1 to perception to find something specific.
Level 10
I know what you've done wrong.
+2 to insight, intimidate checks.