Lanefan
Victoria Rules
If these 9 forces are intended to line up with the 9 alignments (you don't mention either way), you'll have to ret-con alignments back into 4e; because it sounds like they're gone.GnomeWorks said:My setting is a hodge-podge of concepts. The basic premise is that there are nine "forces" in the world: magic, psionics, technology, the blue (world memory), time, chaos (entropy, free will, and randomness), divine, nature, and the void. These nine are then divided into Trinities - three groups of three forces, with each force in each Trinity opposed to the other two (so magic is opposed to psionics and technology, and so on).
Don't worry - a couple of years worth of splats and 4e will be right there with you on that.Currently, I have thirty-some races allowed, and fifty-some base classes - and there are more yet to be written. I know it's a mess, but I'm slowly working on cleaning it up, to make it cleaner and more internally consistent.

From all I've seen, this is quite likely a non-issue. In any other edition, other than the most basic of guidelines you as DM are free to give the opponents any type of personality or character you want, and that won't change. That said, if you want to give non-combat skills to opponents you're probably going to have to give them to PCs as well, as it sounds like the skills will mostly be geared to combat of either the physical or social variety.I'm a fan of the simulationist view. In my mind, the world is alive, and I try to convey that in games. Monsters are relatively rare, and most combats are with humanoids of some kind or another. NPCs aren't there just to kill or be killed, and I try to ensure that anyone the party interacts with is at least not entirely two-dimensional. Their skills outside of combat can be just as important as their skills in combat.
The world's physics are yours to determine as well, again within broad guidelines. The most important thing is internal consistency in all things from the start of the campaign to the end, even to the point of having to live with mistakes.
Everything else you mention as a potential problem is only such if you're not willing to houserule. The rings-at-11 business, for example, should be trivially easy to houserule around; and if all the stock 4e rings are really powerful throw some weak ones back in.
Gnomes and Hobbits would also be easy to tweak to whatever you want them to be.
4e as written might well not be the game for you. However, it could serve as a perfectly good jumping-off point for you to house-design and build the game you want, if that's the stage you find yourself at; looked at from that point of view, given your stated goals, you might find it well suited.
Lanefan