Heh. I thought of doing that, but then I found a more radical approach.
WARNING: This might violate your mechanical comfort zone!
[sblock]Like some posters, I too disliked the "If I'm playing Y class, I'm better off with X race". But the bigger bugaboo for me is that you're picking a race/class combo that just doesn't make sense, in terms of fluff. For instance, halflings and Drow make great chaos and storm sorcerers, but that just... does not match the fluff.
But just letting PCs adjust their ability scores goes back to the root of the problem: the ability score arms race.
Keterys had this idea, and I totally stole it. Instead of having To-hit determined like so:
Ability Score + 1/2 Level + Proficiency + Enhancement + Feat
It's determined like so:
5 + 1/2 Level + Proficiency + Enhancement + Non-Expertise Feat
+1 at levels 5, 11, 15, 21, 25
Damage is still determined by the primary ability score bonus (I.e. if it's a Str vs. AC attack, then the damage is going to be +str).
It treats the PC as having a 20 in every stat for the purposes of attacking. This addressed several issues.
- Decreased emphasis on the primary ability score. So now there's less of a mad rush to get that 18 or 20, at the expense of your other defenses and stats.
- Race/Class combos now don't matter. Or rather, the emphasis is more on the secondary ability scores, but there's more diversity there. And even so, having a decent Primary score is important for the damage.
- Multi-classing. As it stands, you should only really multi-class into another class that shares your primary and secondary scores (a Tactical Warlord and a Swordmage, vs a Tactical Warlord and a Protective Shaman). This way, no matter the class combination, the attacks coming from either class are not hampered.
- Removing feat taxes like Expertise and Melee Training.
This does have some problems though. Characters are more powerful, because they're going to be hitting much more often with any kind of attack. It means that a Wizard and a Fighter, holding the same weapon, have equal likelihood of Hitting with a basic attack. The difference though is that the Fighter is going to do much more damage and the Fighter has
Powers that involve using his weapon. Still, that makes the classes a little closer together, but I don't have a problem with this. It also is a bugger to address the Character Builder.

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