Well some of the people in my 4e group if they were dropped into 5e, would likely gravitate towards the pregenerated themes and backgrounds. They are the same that use the essentials classes in 4th since they don't really care about making a lot of choices, they just want to jump in and get going. Others (like me) would prefer customizing their character, not for optimizations's sake, but simply because we would prefer to find our own mix of skills/feats that speaks to whatever we have in mind for our character. Same as we do now, and have done since 2e with kits and nwps.
Yeah, me too. I'd like to have as few classes as possible, makes the core game more elegant. 4E had a few classes too many.
Give us more themes (subclasses) instead. I could even live with the 4 base classes alone and the more classic extended classes (barbarian, bard, druid, ranger, etc...) as themes (subclasses) of the 4 base classes.
-YRUSirius
Do I got things right in asuming that background will be mostly passive bonuses to activities that are a major part of the characters education, and themes are packages of special abilities that constitute certain combat styles?
MonteCook said:Your background gives you a set of skills, specific tasks, areas of knowledge, or assets a character of that background ought to have. The thief background gives you Pick Pockets, Stealth, Streetwise, and Thieves’ Cant. The soldier background gives you Endurance, Intimidate, Survival, and an extra language.
MonteAgain said:....your theme describes how you do the things you do. All fighters, for example, kick ass in combat because they are fighters. A sharpshooter fighter is awesome with ranged weapons while a slayer fighter dominates in hand-to-hand combat. Your theme helps you realize a certain style, technique, or flavor through the feats it offers. Each theme gives you several feats, starting with the first one right out of the gate. As you gain levels, your theme gives you additional feats that reflect the theme’s overall character.
It just isn't very helpful to talk about a system that modifies classes, skills, and feats, if we have no clue what classes, skills, and feats are.
If you aren't able to piece together what classes, skills, and feats are based upon the past games and all of what they've talked about up to this point... you aren't required to vote in any of their polls asking for your opinion.
If you think you have a handle on what they're asking, vote. If not, don't vote.
Well, 29 of the 'classes' are the Hybrid versions of other classes. And while I agree with counting essentials-style 'builds' (where they pick up different class features at different times than the original versions) as classes, that's somewhat debateable.I looked through the 4e D&D Compendium. There are:
797 Backgrounds
77 Themes
77 Classes
574 Paragon Paths
114 Epic Destinies
I didn't realize how much ground 4e has covered. (I dropped out at 3.5e.)
How on earth are the 5e designers going to distill all this--along with the 3e, 2e, 1e, and BECMI classes, kits, subclasses, and name-level classes--into an essential D&D Next PHB?

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