Ratskinner
Adventurer
I agree with the design team. Its easier to start with a simple base and add complexity. Especially given the history of the game and the groups that they intend to corral with it, 5e seems to be heading that way.
There is something else that comes up occasionally, especially in the context of higher level play, that is called "Super Heroics" or as [MENTION=35909]StreamOfTheSky[/MENTION] puts it:
Of course, there are also those who prefer high-level play to focus in other directions, "Castles and Kings" one might call it. Where the PCs aren't necessarily cleaving off mountaintops, but instead moving armies and borders around. Generally, except for casters, maybe living a more mundane existence.
I certainly encourage WOTC to provide modules for both styles of play. In fact, I feel that high level play should be totally modular in basis, because there seems to be such a divergence in expectations from mythological supers to renaissance politics. However, that still leaves low and mid level play to consider, and that varies between editions as well (though not as much, I think.)
I don't think its just a fluff issue, because it sounds like StreamOfTheSky and those like him are asking for a 20th level fighters to get an ability called Generate Hurricane and there are genre-appropropriate sources for them doing so (especially if you extend D&D to include mythology). There are also genre-appropriate sources for the other direction as well. The question I have is: Is it easier to start with the "hyper" assumption and pare it down for the "mundane" campaigns, or is it easier to start with "mundane" and add on modules for the "super"? What should the Basic/Core game presume about Fighters and Thieves at low-mid level?
There is something else that comes up occasionally, especially in the context of higher level play, that is called "Super Heroics" or as [MENTION=35909]StreamOfTheSky[/MENTION] puts it:
No, it has to be hyper capable, nothing less. At least, it has to become hypercapable by high levels. If you're going to have a game where the casters can fly around, teleport, create planes of existence, raise undead armies, bring back the dead, etc...
...The guy whose class feature is to swing his sword around better be able to create category 5 hurricanes from doing so and be able to parry spells with the ease of which a normal person bats away a fly.
Sorry, but anything less is simply unacceptable.
Of course, there are also those who prefer high-level play to focus in other directions, "Castles and Kings" one might call it. Where the PCs aren't necessarily cleaving off mountaintops, but instead moving armies and borders around. Generally, except for casters, maybe living a more mundane existence.
I certainly encourage WOTC to provide modules for both styles of play. In fact, I feel that high level play should be totally modular in basis, because there seems to be such a divergence in expectations from mythological supers to renaissance politics. However, that still leaves low and mid level play to consider, and that varies between editions as well (though not as much, I think.)
I don't think its just a fluff issue, because it sounds like StreamOfTheSky and those like him are asking for a 20th level fighters to get an ability called Generate Hurricane and there are genre-appropropriate sources for them doing so (especially if you extend D&D to include mythology). There are also genre-appropriate sources for the other direction as well. The question I have is: Is it easier to start with the "hyper" assumption and pare it down for the "mundane" campaigns, or is it easier to start with "mundane" and add on modules for the "super"? What should the Basic/Core game presume about Fighters and Thieves at low-mid level?