This could make it possible for potential new players to "just play a cleric" for several levels while allowing the experienced player to start customizing just after creation, but both start at the same point.
You don't even need to hotwire that evolution into the game. It seems like both concepts will exist using the exact same framework, so you could play the generic cleric an entire campaign, a specialty cleric the entire campaign, or evolve a generic cleric into a specialty one at some point.
What is the generic Cleric? The archetypical Cleric?
It's a specialty priest that has all the stuff from the optional character generation modules pre-bought. That's all. Rather than each level the player getting some feats to spend for example... they get assigned standardized 'cleric abilities'. While Turn Undead might be one of several clerical features the specialty priests of specific gods might be able to select... for the archetypical Cleric class, they get it automatically (the assumption being it got selected 'behind the scenes' by what would have been a feat slot had it been built from the ground up using other chargen modules). Same with chain armor proficiency. Maybe specialty priests could spend a feat to get it (if that's how they chose to spend one of their feats), whereas the Cleric just gets it as part of the class.
And you can do this across the board. Despite some people saying that having 'race as class' versions of the dwarf, elf and halfling was a bad idea... it actually seems extremely simple to do. For the Elf, you pre-build an elf fighter/wizard multiclass (using the race and class modules as needed) and you call this pre-built package the Elf class. And it could match up pretty well the Elf from Basic. You can also have this type of Dwarf (dwarf fighter pre-build), Halfling (halfling rogue pre-build) and the generic Fighter, Thief and Wizard (human fighter, thief, and wizard pe-builds respectively).
So the game can include these Basic-esque 'quick and easy' character classes for players to select if they want them... but can easily put the more advanced character generation rules right after so that players could make specialty builds that aren't like the archetypical ones as wanted.
This is what having a solid design can get you. Things that can look and play simple, even if everything under the hood is more advanced than you realize (thus being more likely to retain game balance since they are built using the same rules as 'advanced' characters would be.)
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