I tend to think that if a game has rules, they're worth taking seriously. And that if you want people to make choices based on "colour"/"flavour" rather than mechanical effectiveness, then you should design your game so that the different flavours/colours are equally mechanically effective.
But doing the latter would requiring departing much further from traditional D&D-isms than even 4e did (the closest 4e gets to this is via mechanics like paladins using CHA for melee attacks, and many primal classes having ad hoc class features that boost the AC from their light armour without needing a high INT or DEX).
But doing the latter would requiring departing much further from traditional D&D-isms than even 4e did (the closest 4e gets to this is via mechanics like paladins using CHA for melee attacks, and many primal classes having ad hoc class features that boost the AC from their light armour without needing a high INT or DEX).