Introduce expansions that increase complexity?For the second, I think modular design can be an answer, but only so far. You can make some classes/roles/etc. simplier mechanically, while still having similar power to the more complex ones. But the rules themselves need to be anchored for one campaign, even if the system supports "E6" style and a 4E style with options.
No default setting - 3e blew it with this, 4e destroyed it. If you wanted a pre-made setting you used to buy a campaign guide. Otherwise the DM made a world and the rest of the players ran around in it. I don't want to know about the gods/goddesses, towns, countries, continents, racial alignments/affiliations and such that you think I should play in.... I want to design my own, that's why I DM.
For my purposes, the 3 tiers are as follows:
Adventurer Tier: 1-5
Heroic Tier: 6-15
Epic Tier: 16-20
The game itself would be packaged in two different ways.
This! Imho, it doesn't matter one bit what level ranges you set for the different tiers. All you need to make sure is that it's easy to enter the games at each of the tiers.Honestly, I don't have an issue with the tiers or the level ranges used in 4e. There is a problem with the Epic tier, but I don't think it's to do with the actual levels used.
[...]
Additionally, they should build the game so that it is not just possible, but easy to build characters at the start of each of the tiers. At present, building a high level character seems to mostly be a case of building them at 1st level and then levelling them up, which is rather slow and painful. Also, you acquire a lot of powers, each with their own quirks and complexities.
- ADVENTURER Tier: Levels 1-10
The heroes are adventurers...
- CONQUEROR Tier: Levels 11-20
The heroes are conquerors...new rules include running your own stronghold, mass combat rules.
- IMMORTAL Tier: Levels 21-30
The heroes are immortals...new rules include garnering worship, creating your own religions.
Unfortunately, presenting the game in two different ways is almost certainly a losing strategy. You're competing with yourself, and it means that instead of having one product that does reasonably well, you now have two that are both individually failures - even if the overall sales are exactly the same, or even somewhat higher.
delericho said:The problems with the Epic tier are most difficult to fix...
...One other key thing is probably quite important: I'm inclined to think that the game shouldn't become more and more detailed as you go (beyond a point, probably reached at the end of the first tier). Instead, things should probably become less tightly defined as you move into the Epic tier. Instead of having dozens of individual and very specific powers, the PCs should each have a few broadly defined powers that they can then apply as they go. Indeed, there's an argument that Epic characters should perhaps transcend the notion of powers at all, and should instead be able to tap into their Power Sources directly, improvising a huge range of effects as needed. That alone would make the Epic tier feel very different to anything that had gone before.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.