I only have a few minutes before phase 2 of a mega-meeting at work begins, but I wanted to dive back into this thread.
I very much like the idea of a class being a "starting package", and you develop your abilities and skills from there as you so choose. Perhaps some limitations or restrictions to prevent too much jack-of-all-trade characters; If you start with the fighter class package, learning spells costs double or triple, for example - but it's not impossible.
As for "must use a skill to advance it", I'd prefer to see a system that makes advancing a skill you've recently used easier, but not impossible. You swung a sword in the last fight? Raising your BAB costs 1 then, instead of 2. Climbed the sheer wall to get at the villain on the 3rd floor? Then a rank in Climb costs 1 instead of 2. This would promote characters using the skills, but not prevent them from attempting to raise a skill they feel they really, really need.
I like that and it makes sense to me. Easier to advance if you use it, but you can still advance it.
What you're describing is basically one ingredient in what my (poorly expressed) vision for what 4Ed could have been had it been designed, not as the next edition of D&D and all the baggage that comes with that and what the system could have been at its unshackled maximum potential as a completely new FRPG.
Sounds interesting. What I'm wondering about is if 4E's "maximum potential" can be "unshackled" through 5E, and still as "Dungeons & Dragons." In a way I think the Holy Grail of D&D design is accomplishing two things at once: retaining and embodying that "classic D&D feel" in all its glory, but also allowing for as wide a variety of different approaches to game play.
Now obviously there's a point where something--if stretched far enough--is no longer in the same territory or category. We could posit all kinds of World of Darkness games, for instance, but I imagine that
Dairy Farmer: The Milking or
Yiddish Grandmother: The Kvetching are a bit beyond the borders.
This is not to get into another discussion as to whether or not 4E is "real D&D," but to question whether a game can offer a wide variety of play styles, including "classic D&D", and still be D&D. This goes back to my viewpoint that 4E would have been better served (and 5E hopefully
will be better served) by not proclaiming that "everything is core" but instead the opposite: "almost everything is optional," with a relatively simple core default game that embodied a streamlined iteration of the game that stayed true to the D&D legacy, but allowed for different modular options, including a variety of themed campaign possibilities (one of which could have been "Warcraftian fantasy").
With regards to the idea of classes-as-starting templates, this could be one of the rules options that a 5E game could possibly use.
Regarding niche protection, I think design-as-you-go character class could still organically maintain niche protection and be 'true' to D&D....SNIP GOOD STUFF...
Can this work mechanically, and is it D&D? I don't know, but I do think it's a lot more flavorful.
Good ideas there, LurkAway. I think the key is to be able to re-create something very similar to the classic classes, but also diversify a bit.
One analogy that comes to mind is that of musicians. All things being equal, a musician who dedicates him or herself to a single instrument will become more proficient at a single instrument than the same musician learning multiple instruments. But that person is no more or less of a skilled musician on either path; they're just more or less focused in a single area or multiple areas.
In other words, all 10th level characters should have a similar degree of power and development, but there should be near countless variations and degrees of specialization. In most forms of D&D, the number of variations is a formula based on only a few factors: class, race, skill specialization, feats, powers, equipment...still quite a lot of variation. But the number of choices would be much greater if the later factors weren't all based upon the class.
I've got more to say but I'm going to be late for my workshop! It is one of those emotional processing gigs, so if I'm late I'm going to have to talk about my feelings about being late and how it effects the group!
