AbdulAlhazred
Legend
@AbdulAlhazred
That is the whole point. You can't make one system that handles heroes who have increasing skill, lower level opponents who are still threat, higher level opponent who threats to heroes but ignore much lower level foes, have falls lethal, and poisons deadly. You have to make exception rules to make the simulation you wish to see.
The only issue is which exception rules are core and which are optional.
Sure, I agree. Where we might part ways perhaps could be in how doable it is to 'modularize' that feel. IMHO it is only possible within a moderately narrow range. I mean you COULD for instance have 'gritty heroes' that only get 1 hit point a level and who's 'powers' are pretty much mundane. You could do superheroes that gain 6 hp/level and get all kinds of crazy physics defying stunts as they go up in levels and can slay armies.
Can you do both in one game? What in that context are the proper values of damage bonus for a feat? Clearly it isn't going to be nearly the same in both cases, thus your hit point power curve system has now caused you to have to also change your feats. The same will be true of items, powers, etc. The monsters will all need to be different, etc etc etc. In some sense you might retain the same core mechanics, but if these two options basically can't share any material there's not much point in having them between the same two covers and called the same game.
Of course that doesn't prevent the possibility of a RANGE of games. I've seen d20 based FRPGs that go the full gamut from the very gritty to the totally heroic. However they're not really compatible with each other except in a very general way. Knowing the rules to one may be helpful in learning the other, but there's little in the way of material or setting you would share between them and they're certainly not ever marketed as being variations of the same game.