Morrus said:
I think my issue with that s that the more flexible you make the system, with more and more options, you end up not with a game - you just end up with an instruction manual on how to make your own game. Which is a different thing. The very phrase "I play D&D" would be in danger of becoming meaningless, as "D&D" would not have an identity.
I do worry that this whole pick and choose option thing might go overkill.
I think most DMs will settle on a bundle of things they personally like and use repeatedly. The thing that this enables is that this will be
different things for different tables, so while one table never touches ADEU, another table embraces it for every character. Different groups will find different happy places. Hypothetically, an entire group of gearheads could tweak hundreds of different options, but it's not likely to be a common occurrence.
jrowland said:
Remathilis described it best with what does "sorcerer" mean. If Sorcerers are magic points at one table and Vancian at the next, that's the disassociation.
This is why "Story First" is such a mantra for 5e, I think. If you define sorcerers as "instinctive spellcasters whose magic is in their blood," it doesn't matter what rules module you use to support that feel. You can use Expertise Dice for it or Spell Points for it or ADEU for it. Sorcerers are still instinctive spellcasters whose magic is in their blood.
THAT is what a sorcerer is, however the numbers shake out in the end.
Wizards are still academic spellcasters. Fighters are still masters of arms and armors. Clerics are still worshipers and channelers of divinity. Rogues are still stealthy and slick. These definitions transcend mechanics. All they call out for is mechanics to support them, they don't call out for
specific mechanics, necessarily.
Individual DMs and groups will focus on playing the ones that appeal most to them, without necessarily having that be the ONLY WAY TO PLAY. Within their own groups, within their own games, people will have an idea of what these things mean mechanically, and when they jump into a new game, they'll still have an idea of what it means in the story of the game.
Basically, if you can understand that Harry Potter and Gandalf can both be called "Wizards," and understand that that word doesn't mean the same thing in their respective universes, you shouldn't have a problem understanding that spell slots and spell points can both support "Wizards" at different tables and that this doesn't mean they'll be completely different in archetype.
And then you can also probably imagine the extra-fun thing of jamming Harry Potter and Gandalf together in the world and putting them on time-traveling X-Wings so they can go fight Darth Vader while he's riding a tyrannosaurus and making a volcano explode with the Force.
Or maybe I'm the only one that thinks that's awesome, but still...it's not really that hard to understand that "wizard" can mean slightly different things in different contexts depending on who's running the show, but confident that in D&D it always means "academic studious spellcaster" of some stripe.