Remathilis
Legend
Kamikaze Midget said:Fluff-based mechanics are inevitable, the difference being in quantity, type, and tenacity of those mechanics. If there are not many of them, they are very archetypal, and they are easy to disentangle (halflings don't wear shoes being one of the best examples of this), then they are the least onerous for the homebrewer. The more there are, the less they cleave to generic fantasy tropes, and the more involved with other game elements they are (the "bards can cast spells in light armor" trope being perhaps the weirdest of your examples), the more difficult they are for the homebrewer (if my bards are religiously-sanctioned choir boys, maybe they cast divine spells in all armor...does that make the bard too powerful? does the lowered dependence on Dex affect the skill list? What about the PrC's, does this mean he can't qualify for one or more that he should be able to qualify for?).
GWA is evidence that WotC is intentionally stepping toward their world influencing mechanics, which is great to run the game out of the box, but not so great if you want to make your own box.
Which begs the question: How generic do you want your D&D?
WotC had two real options (assuming status quo isn't an option) More generic or more specific. WotC could have very well made a generic fantasy d20 RPG system (a toolkit for those of us who want arcane magic, orcs, and pie) with relatively balanced mechanics and a utterly fluffless world (beyond the small amounts needed to explain the game mechanics). It would have been a homebrewers dream. Except that Its been done before. As Castles & Crusades. As d20 Past. As Grim Tales. As Arcana Evolved. As Iron Heroes. As True d20. As "anyone with the SRD, time and creative ability" could do. In all honestly, any of those I mentioned are A LOT better at handling generic fantasy than D&D.
So where does that leave D&D. If we assume for a moment that all of those systems I just mentioned are equal to D&D in terms of playability (you may or may not agree, irrelevant) then what does a generic "D&D" bring to the table aside from better distribution and name recognition? Not much. So WotC falls back to the things that those others DON'T have: Product IP. Sure, tieflings are OGL, but the empire of Bael Whatever sure isn't. From WotC's side of things, product IP allows them to do creative things that a.) their competition can't copy and b.) makes D&D products unique against other d20 books.
Of course, by sprinkling in this stuff, it becomes harder to detangle. I'm fine with adding much of this stuff to my homebrew (its been fairly generic so far, why stop now) but if I had a more defined world, I'd probably panic too (I'm waiting to see how Eberron handles much of this 3.5->4e translation) However, you can't nash your teeth at WotC for wanting to expand its game beyond a sea of generic clones, can ya?