Emirikol said:
1) Alignment is eliminated once and for all
Personally, I would not mind a change like this. When playing in my homebrew campaign, the closest we ever get to alignment is Sanctity and Taint, but neither of those are automatic for starting out characters - regardless of level or class. Sanctity means something has been 'touched' or notably 'blest' by a potent celestial or deity (regardless of their nature), and Taint is the equivalent except dealing with fiends and (other) sentient / sapient aberrations. I've never had a problem yet, so removing or replacing AL simply is not a major change - at least from my point of view.
Emirikol said:
2) Ability scores are no longer numbers but simply bonuses
This is also a relatively minor change. Only in the recent edition has ability scores even resulted in a bonus half the time. Recall that in 2e one had to have a 15+ to have a bonus from an ability score, and I think one had to have a number lower than 8 for a penalty! Now that things are stream lined, it seems like the game is heading in that direction anyway. I haven't used anything like this yet, but I know a few DMs (and have heard of a few third party systems) that do.
If a 4e ever comes out, I would not be surprised if this was present as part of it. Except for carrying capacity and poisons / diseases, where do the ability scores (rather than modifiers) really apply, after all? Just increase the distance between levels where such is gained (every 6 to 8 levels instead of every 4), state that diseases / poisons cannot reduce you to lower than -10 (at which point, for Con, you die), and redetermine the means by which Str (mod) determines carrying capacity and you are already there. I expect if I read a few of the third party systems that use this (mods, not scores) I would already find this or something like it.
Emirikol said:
3) All spells, songs, and psionics are simply arcane magic (i.e. god's do not grant spells, magic is just magic)
This has already been done in so many third party systems it may as well be core. I've known of many DMs and players that have played with such a system, and I myself am slowly converting to one form of such a system (EoMR). It would necessitate a redefinition of the Priest / Cleric class, I think (perhaps lay on hands, and curing of other ails based on using multiple lay on hands points? maybe a few other changes? perhaps both a non-caster priest class and a caster class?), but otherwise it could work with little effort. I doubt it will be in 4e, however, as Vancian magic has become too strong a sacred cow to readily remove. Maybe it has DR vs whatever material the sacrificial knife is made of.
Emirikol said:
4) Skills fall into one of 12 categories instead of the oppressive number that's out there now
Okay, now you've confused me. Are you talking about skill proficiencies / groups - as can be seen in (for instance) the up-coming Iron Heros system? Or do you mean the skills should be parsed down to just 12 skills? Do you mean replacing the rank system also? I need more details to figure out exactly what you mean.
I
think what you mean is to replace skills with skill categories. But how would this work for knowledge or craft? Would you join Climb, Jump, Swim into a single skill, despite their many differences? I can swim very well, but I cannot rock climb and I cannot run hurdles. I cannot see that much similarity between the three. It might also mess up the way speeds grant bonii and other benefits when using the equivalent skill. In my view, if it has a speed type (climb, swim) then it should be a separate skill. In fact, I would place Burrow and Fly as skills (removing fly aptitude) while stating Fly could not gain a rank unless the character had a means of flying. Having Burrow as a skill would be borderline useless in most situations, considering the lack of speed any humanoid likely would have. But this is all just my view on the movement skills.
I can see Balance folded into Tumble and perhaps - just
perhaps - even with Jump. I can see Listen and Spot - and maybe Search - folded together, as well as Open Lock and Diable/Repair Device made into one skill. And Hide / Move Silently would have to be folded together if Listen / Spot were. But there are many skills not so readily folded in with others. What of Craft (painting) and Craft (carpentry)? What of Knowledge (local) and Knowledge (arcana)? What of Forgery, Disguise, and Use Magic Device? And what about the feats granting bonii to skills that fall - by this method - into diffent categories? Of course, if they are in the same category you could use Skill Focus to get a better benefit instead.
Simply put, I do not think it is possible to winnow down the number of skills to just 12. Perhaps about twice that number (20 - 25) would be possible, as there are currently around 30 - 40 skills in the game.
Emirikol said:
5) Every prestige class can also be a core class
This I cannot see, ever. PrCs have requirements that cannot be met at first level. Of course, I suppose everyone can start with and gain levels in a paragon racial class. Then, once they have enough whatever to meet the requirements they can take thier first level in the PrC.
On the other hand, if you mean that every PrC should have 20(+?) levels, well they allow for such already (at least for those with 10 levels), although they have the odd rule of waiting until epic character level before you can advance that far. Personally, I would allow normal progression past 10th, but would limit the bonus feats gained to non-epic feats prior to epic level. There. Now we can do as you suggest.
As it is, there is already a not-so-odd similarity between classes and PrCs. Consider the requirements for being a PrC, then consider the Paladin class. It has already been argued many times before that this makes more sense as a PrC than as a class. In theory, one might argue the same for the Bard, and one could also - in theory - separate out the mystic elements of the Monk, place those in a PrC for a non-mystic monk-like class readily enough.
Consider also that Swashbuckler, Samurai, etc were once PrCs (3.0) but are now full classes (3.5). They have been altered significantly, granted, but this suggests that
any PrC that does not have major / numerous prerequisites might be made into a class with little trouble.
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So, except for the last issue (5), what you are arguing for is already possible (via simple house rules) &/or already present (via third parties). And the latter is becoming more possible as the number of official classes and PrCs continue to blur the line between what necessitates being a PrC and what can function as a class in its own right. Tell me, those that do not see this, when 3.0 first came out, would
anyone have seen a Hexblade, Spellthief, or Scout as a class rather than a PrC? As it is, I've overheard some ask why a Dervisher is a PrC while the Scout is a class. Of couse, I've also had asked why the Paladin is not a PrC.