Manbearcat
Legend
Here's a topic...
What if WotC was able to constrain class bloat by keeping each sub-genre/playstyle version of the classes under one specific skeletal framework. Please note the use of Intra versus Inter - within class...not across the classes. I understood the contempt that Interclass Unified Mechanics has engendered within those who dislike 4es class framework. I am not proposing that. Ok, let us continue. Could Keywords Accomplish this under that framework? Perhaps they could be something such as (And this is just an example. Please don't let conversation focus on nitpicking an example. The important thing is quantifying the various sub-genres/playstyles, representing them with proper powers/features/spells, and siloing them away via keywords):
* Grim and Gritty
* Low/Dark Fantasy
* High Fantasy
** Tactical Module
** Theater of the Mind
Given that we are only interested in class mechanics for this thread, we are constraining this to Class Features. Themes/Feats exist as part of the PC Build Resources Framework but are decouple from class mechanics/build resources. Nonetheless, every theme and advanced theme can have the same keywords attached to them to silo them away.
Assume that within class A, you get 12 PC Class Features to create the archetype of your desire per 10 levels (arbitrarily derived...not the point of the thread). Let us assume for class A you get the spread of:
Level 1 - 2 Class Features
Level 2 - 1 Class Feature
Level 3 - 1 Class Feature
Level 4 - 1 Class Feature
Level 5 - 1 Class Feature
Level 6 - 2 Class Features
Level 7 - 1 Class Feature
Level 8 - 1 Class Feature
Level 9 - 1 Class Feature
Level 10 - 1 Class Feature
At each of these levels, you get a certain number of Class Features (0 - 2). Each of these Features can have a specifically tailored mechanical composition to interface with its intended use (** Keyword of either Tactical Module or Theater of the Mind) and a focused flavor/constraint (or lackthereof) for the express purpose of emulating sub-genre (* Keyword of either Grim and Gritty, Low/Dark Fantasy, High Fantasy). One could create a character of muddled composition as a mash-up of different sub-genres and tactical interfaces (if that is their wish and their games/groups are more malleable). However, most importantly, when groups/DMs tastes are more rigid, this would allow people to specifically tailor their characters to their campaign framework, and constrain themselves to their group/DMs style and tastes.
Hopefully this would limit class bloat via the lack of need for redundant classes (which would manifest if we have to silo whole classes away from disapproving eyes and/or tailor several adequate representations of the Fighter, for example, to fit sub-genres). Granted, this would create Class Feature bloat but I suspect that Class Feature bloat would require much less page count than Class Bloat. Further, it would likely be much more elegant and concise as leveraging Key Words aims toward brevity and clarity.
Spells can be handled in the same way, allowing Exploration and Intrigue circumventing spells to be powered down or moved to higher levels as table preference dictate.
Talk amongst yaselves...
What if WotC was able to constrain class bloat by keeping each sub-genre/playstyle version of the classes under one specific skeletal framework. Please note the use of Intra versus Inter - within class...not across the classes. I understood the contempt that Interclass Unified Mechanics has engendered within those who dislike 4es class framework. I am not proposing that. Ok, let us continue. Could Keywords Accomplish this under that framework? Perhaps they could be something such as (And this is just an example. Please don't let conversation focus on nitpicking an example. The important thing is quantifying the various sub-genres/playstyles, representing them with proper powers/features/spells, and siloing them away via keywords):
* Grim and Gritty
* Low/Dark Fantasy
* High Fantasy
** Tactical Module
** Theater of the Mind
Given that we are only interested in class mechanics for this thread, we are constraining this to Class Features. Themes/Feats exist as part of the PC Build Resources Framework but are decouple from class mechanics/build resources. Nonetheless, every theme and advanced theme can have the same keywords attached to them to silo them away.
Assume that within class A, you get 12 PC Class Features to create the archetype of your desire per 10 levels (arbitrarily derived...not the point of the thread). Let us assume for class A you get the spread of:
Level 1 - 2 Class Features
Level 2 - 1 Class Feature
Level 3 - 1 Class Feature
Level 4 - 1 Class Feature
Level 5 - 1 Class Feature
Level 6 - 2 Class Features
Level 7 - 1 Class Feature
Level 8 - 1 Class Feature
Level 9 - 1 Class Feature
Level 10 - 1 Class Feature
At each of these levels, you get a certain number of Class Features (0 - 2). Each of these Features can have a specifically tailored mechanical composition to interface with its intended use (** Keyword of either Tactical Module or Theater of the Mind) and a focused flavor/constraint (or lackthereof) for the express purpose of emulating sub-genre (* Keyword of either Grim and Gritty, Low/Dark Fantasy, High Fantasy). One could create a character of muddled composition as a mash-up of different sub-genres and tactical interfaces (if that is their wish and their games/groups are more malleable). However, most importantly, when groups/DMs tastes are more rigid, this would allow people to specifically tailor their characters to their campaign framework, and constrain themselves to their group/DMs style and tastes.
Hopefully this would limit class bloat via the lack of need for redundant classes (which would manifest if we have to silo whole classes away from disapproving eyes and/or tailor several adequate representations of the Fighter, for example, to fit sub-genres). Granted, this would create Class Feature bloat but I suspect that Class Feature bloat would require much less page count than Class Bloat. Further, it would likely be much more elegant and concise as leveraging Key Words aims toward brevity and clarity.
Spells can be handled in the same way, allowing Exploration and Intrigue circumventing spells to be powered down or moved to higher levels as table preference dictate.
Talk amongst yaselves...