I agree that some things are still better as feats or traits and don't need to be power-ized. Speaking to the theme / silo categorization of racial powers, etc., I think there's merit to expanding themes to include:
* utility powers
* feature power
* attack powers
* feats
* ritual/martial practice access
* skill bonuses
A theme wouldn't need to have all of these, of course.
Dwarf Physiology "racial theme" - grants +2 Endurance, +2 CON, +2 STR /WIS, low-light vision, dwarven resilience, stand your ground, encumbered speed, etc.
Dwarf Culture "theme" - grants +2 Dungeoneering, Dwarven language, maybe access to a giant-killing power or feat
(of course, there would be significant balance problems with this as I've presented it...)
The entire structure of 4e could use a bit of a reboot, in my opinion. The essentials classes (love 'em or hate 'em) did move beyond the original AEDU structure, but as we've seen with themes it makes developing mechanics useful for both classic and e-classes a bit problematic. There is a middle ground between the 3e class features free-for-all and the rigidness of classic 4e. I won't pretend that doing it well would be easy.
A first step that might work is to move away from the idea of fixing the kind of benefit one gets (power, feat, ritual access, etc.) to a benefit that comes from a source (class, race, theme, etc.). We already do this to some extent with classes and general feats, but not very flexibly, so every time a good new idea comes up it either has to be shoehorned into the existing structure or simply added on. Both options have some serious downsides. Better to make the basic design more flexible.
Here's an example. Things like feats could fit within broad categories (weapon styles, deception, etc.; I like Destil's list above too) and access to feats would be granted by e.g. a theme. So at 3rd level an apprentice theme might grant access to a metamagic feat (granting flexibility) or a 2nd spell that can be used as the encounter spell of some level (thus granting more flexibility for the same slot). Such a theme would only make sense for someone with existing casting ability. That might be from a class or a different theme, but better would be to make sure that at 1st level the apprentice gives a 1st level encounter spell, or the like.
You can see my thoughts on a dwarf inherent vs. culture idea here. (It's not "themized" or anything). Considering culture as themes, the stuff in the link might be the 1st level benefits only. It also gives an opportunity to let the two bonuses to ability scores depend on race and culture. The recent change to non-human races in 4e where each gets a fixed bonus in one, but can select from two options for the other bonus fits nicely with this idea.
This is an excellent idea. Merge races and themes into one, and give everybody two themes. Then you can have a humans-only campaign without sacrificing an entire axis of character design.
Are you suggesting that anyone who takes two non-racial themes is human? (If not, my bad.) That could work, but I dislike the "humans as default" idea, more for flavor than mechanical reasons. This is partly why I'd like to separate the inherent aspects of race from the cultural aspects. Each character could select a race and two themes, of which at least one is often a cultural theme traditionally associated with their race, but not necessarily. The inherent racial axis of character design is weakened, but since the larger impact on the character as a whole comes from its themes, I think you could still be satisfied.
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