Mustrum_Ridcully
Legend
I find this idea interesting, but where is really the improvement or change to 4E? You define 4 slots, and say each slot gets more options? This still means you end up with 10 or more different powers.I said before that I kind of want it to be like magic items...here's what I meant by that:
Each ability you have should have a "slot."
Going back to my "noncombat roles" observation, there are basically four slots in any point-based resolution system: damage, make attacks better, heal, or make defenses better.
That's four slots.
Each class could fill those four slots, and use unique mehcanics to do each thing. Rogues damage with sneak attacks, make attacks better with disabling strikes, heal by inspiring with slick moves, and make defenses better by granting stealth. Fighters deal damage with melee attacks, make attacks better with taunts to the enemy, heal by gaining temporary hit points, and make defenses better by protecting their allies. Et cetra.
This makes some solid differences between the class abilities. A rogue doesn't play like a fighter, and they have different capabilities against different challenges. Those slots define how you interact in combat.
As you level up, you gain more options for these four slots, but these four abilities are always "equipped." So your fighter might gain a command that heals and also lets you make a free saving throw, but your rogue would gain a stylish stunt that could move you around after healing you. This would be kind of similar to the 4e powers system, but would be loyal to each "slot."
How 4e does magic items is that each item has a slot: waist items improve health, foot items improve mobility, etc. Each slot has a corresponding bonus that is narrow and flavorful. The different items you can equip in those slots are variations on that theme.
So my character has four abilities. He can customize those to a certain extent when he gains a level or spends a feat, but those four abilities are my character's core.
Everything else is gravy.
That's very rough, but that's kind of how I would envision an ideal D&D system. Unique, class-specific abilities that use different mechanics depending on the class, but also that are streamlined into a few over-reaching, defining characteristics so that you don't have this unwieldy deck of 10 different powers to use at any given moment.
The change I notice is that you no longer define class roles but power roles (which work very similar to the class roles). This certainly is an interesting approach, but I am not seeing how you expect to avoid the deck of 10 different powers.
I think this approach would be brilliant for a single-player game, by the way - because if every class has powers for the "roles", you never have a glaring weakness (aside from a lower party size

So... I guess what I am saying is that your approach is videogamey?

If it's any consolation for you, I am not using this term as an insult. And it's not MMORPGy - MMORPG benefit well from classes with fixed roles since you expect groups of players to tackle quests and dungeons. A single-player campaign for Neverwinter Nights... not so much.
I think the reason is that talents are often just class-specific feats.I like the talent tree system from Starwars. I was hoping that it would be imported into 4E, but it wasn't for whatever reason.
Another reason is tactical resource management and time-independent class balance.
Talents can work in different ways:
- They can give a constant benefit (A bonus or a new combat ability)
- They can give a one-time benefit (once per day, once per encounter, and so on).
If you just have constant benefits for every class, there is very little in the way of tactical resource management. You don't have to make any smart choices about when to use which talent. Or can "undo" a bad choice by using a costly one-time benefit.
You're always having the benefit and can do it anytime.
If you give only one-time bonus, you lose the chance for variety.
If you create a mix of talents, some constant/at-will, others one-time benefits, you have to balance powers that are "at-will" against powers that are "per day" or "per encounter". But now you no longer have a time-independent balance assured - a character A with a lot of daily refreshing powers will be stronger if he has a lot of time and can recover their powers, while a character B with a lot of at-will powers will always be of the same strength. So if you can afford the 15 minute adventuring day, character A is more effective then B, and if they have to fight through an encounter dungeon in one day, B "wins". You can no longer achieve a character balance without defining your "average work day" and put measures in place to enforce that.
So, this naturally leads to the 4E approach: Everyone has the same number of at-wills, encounters and dailies (plus a light, class and race based variance). You keep all the options for tactical resource management, without introducing time as a character balance changer.