I see the 2 parts (mechanical and role play) as integrated. One sits down and role plays their character. Now and then the game requires that one use dice to decide the outcome of the choices made during the role play. Odds are good that one has made choices during role play that play to the mechanical strengths of the character. The outcomes from the mechanical test can then inform your next RP decision. RP leads into mechanics leads back into RP. Due to the limits of language I am having to describe this as distinct parts moving back and forth but this is not how I feel it is happening at the table. It's much more integrated.
I completely agree that the theme is the game. I think we disagree on how the theme is set.
I don't much care what the rule books say about characterisation, whether based on class or race. Now don't get me wrong - this is an attitude I came to over time. Back in the early 80's I was as guilty as everyone else for thinking that Paladins MUST be played as described in the PHB. But I eventually decided that that way of doing things was too restrictive for the games I wanted. If someone wants to be a Paladin of Chaotic Good I'm happy to let them. If someone wants to play a character that has smiting and healing and decent melee bonus, but has no interest in playing them a champion of any ethos, that's cool too. Just let me know ahead of time so I don't come in with incorrect assumptions.
I DO care about what my table says about characterisation. We need to be on the same page (Thematically, setting-wise, tone, etc.) when playing the game. And that's something we sort out in session 0 when setting campaign assumptions. Obviously, in real life, there will be misunderstandings and disagreements later at the table. That's cool, we'll sort them out as they come up.
Maybe this comes from your earlier comment about playing non-class based games.
D&D is a class based game and I think if you try to turn it into one that isn't you're losing out.
Classes are packaged themes that strongly marry different design components together into cohesive themes. The classes as a whole provide a solid thematic framework to create characters, parties, and as a result, campaigns from.
I think if you are going to play a class based game you should embrace it. Square pegs for square holes.
I think 5e did many great things one of which was the inclusion of subclasses and relegating multiclassing to an optional rule. Smashing chassis and archetypes together with multiclassing is a mess. Subclasses work with the class based system to expand upon the base chassis/framework that is the class. Subclasses are the way to do multiclassing right.
We agree about needing the group to be on the same page. It is a collectively played game. I don't think people are free to create and play their characters however they want. Not if it diminishes the fun of others in the group.
These discussions come up in forums regularly but I've only had 1 situation come up in real life in the last 6 years. Everyone else I've played with has seen their choices, read about the classes and races and designed characters from what it says in the books. And many were creative and interesting characters. Different tastes of course but I tend to find the gimmick and exotic race characters less interesting in general as players tend to just rely on the gimmick and 'newness'.
Anyway, to the issue. The player wanted to play a Cleric but had no interest in being religious. At all. I tried to work with her. I said, well, she can worship the divine essence or ideal of the domain and the appropriate deity will step in to get her, her powers. She even wanted the Trickery Domain which makes total sense to not have direct worship with such a deity. But nope, she just wanted her character to have those powers and abilities.
So I said no. That character was incompatible with the game we were playing.
Whether or not you would say no for whatever game you imagine playing, is that not a reasonable stance to take on some character concepts?
I think it is a strength of the game to have classes create a large part of the identity of a character. There is a lot of room there for how and why that manifests and for many other characteristics outside of class.
No, it isn't. The problem was never that a player chose to play an Oath of Vengeance paladin: the problem was that the Oath of Vengeance paladin that he proposed to play (and which was 100% compatible with the PHB as described) was completely tonally and storywise inconsistent with the campaign.
You've lost me. How is this not agreeing with me?
Like, I don't see a problem with your game, but you have a problem with me not having a problem with it?
You changed some rules to allow some characters and not allow others and there is nothing wrong with that.
Why should people see something wrong with that?
I'm confused.