Intraclass Unified Mechanics and Siloing of Playstyles Via Keyword

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...
 

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So... to prevent bloat we get different and likely overlapping options for every different style?
And if/when they add a new styles they need to revise powers to add more keywords.

I think it's better for the classes to be universal whenever possible and clarify those options and have additional universal options with rule modules. And focus on having the rules modules add additional rules rather than changing the base game.
 

I think my explanation may have been insufficient or our collective rubber is not meeting the road because I fail to see the two issues you're depicting arising:

- the core game being modified?
- the need for multiple styles and bloat because of it?

The core game would actually not need to be modified at all. I'm not sure why you think it would. If you're presupposing a core playstyle - Theatre of the Mind + Low/Dark Fantasy - then you can default every class to be represented in the PHB1 via pre-builds under those auspices. Every other playstyle would just be "Plug and Play" by "unplugging" those pre-ordained choices and "plugging in" their own choices. For instance, if you wanted a 4e character who was (i) Tactical Module ready and whose flavor was (ii) High Fantasy sub-genre relevant, you pick powers/features that possess both Keywords. Etc, Etc.

Regarding the second concern, I just don't see it. There really are only a few very broad, muddled sub-genres of DnD. There is no more need to focus like a laser beam on sub-sub-sub-genres such as "Twilight-Angst-Addled-Teenager With a Whiff of Harry Potter Chicanery" as there is to allow absurdly narrow archetypes as classes. You compose them through narrowing or broadening or muddling composition by way of the various build options (PC and game mechanics) available.

Look, almost every single thread, when you get down to it, appears to be a war over two things:

1) Your preferred playstyle/game mechanics representing the "default" (goodrightfun) DnD in the core.
2) Representation of your preferred playstyle/game mechanics in the core as a product of page count.

If we are that concerned with these two issues (specifically 2), then this is a possible avenue of lessening page count (through Keyword usage) and thus having more representation of each of our preferred playstyles/game mechanics in the core rulebooks. Further, a "Plug and Play" class system based on sub-genre and mechanic-interface specific Class Features seems to be an easy way for players and DMs to constrain their games to their specific playstyles.
 

Too meta and analytical. The game should be approachable for new players who haven't necessarily hammered out their fantasy tastes down to the subgenre yet.
 

I would say that the rate of approachability of a game is a complex equation of ease of system + willingness and acumen of those doing the apprenticing (ie their friends, parents, etc). I'm not so sure a game is made less "approachable" to its newer user base by being up front and clear about genre expectations and the mechanical interface.

For this thought experiment, Sally is our "new player", Jack is our "veteran player" and Bob is our "DM". The group primarily uses Theater of the Mind as combat resolution and for this campaign (as is typical for this group) and High Fantasy as their sub-genre.

Sally: Jack, I want to play...ummm...oh, oh! A Fighter! That sounds cool. Is he like Gimli in Lord of the Rings? Oh yeah, I want to play a Dwarf too!

Jack: You got it Sally, just like Gimli. And we'll be playing a game like Lord of the Rings and The Hobbit with artifacts and dragons and powerful wizards that can see into the future and spy on enemies and demons and elves and dwarves and halflings! Its called High Fantasy. You'll see that on your Fighter Abilities.

Sally: What's a halfling?

Jack: Its a hobbit. Hairy feet, small, silly, hungry, sneaky. All that good stuff.

Sally: Oh...ok. Fighter Abilities? How do those work.

Jack: <Explains to hit and AC and HP and Saving Throws>. Now lets build your character. You get 2 abilities at first level. At the top of each of your abilities you'll want to look for 2 things, ok? The way Bob runs combat its all in our heads. Its called "Theater of the Mind."

Sally: Ooooooooooooooh...I like that. When I was in High School I was in drama class and I played one of the witches in MacBeth.

Jack: Great story. Please, tell me more.

Sally: I also pl...

Jack: <Why did Bob have to bring his stupid girlfriend to the game and why I am I tutoring her exactly?> Sally, that's all great but we need to get this finished. Focus. Do you see your list of 1st level Fighter Abilities?

Sally: Yeah, it says I get 2 of them. Do I have to use the ones that are pre-chosen or can I choose my own?

Jack: The ones that are pre-chosen are for Low Fantasy and Theater of the Mind as that is the game's default. Do you see those two at the top?

Sally: I do. Because I can read! Yay reading! Oh wait, Low Fantasy...you said High Fantasy earlier...like Lord of the Rings! I want to be Gimli, remember!!!!!

Jack: Yes Sally, I remember. Do you see the abilities that have both Theater of the Mind and High Fantasy on top?

Sally: Pick 2 of those...because Bobs combats are in your head and we're playing Lord of the Rings which is High Fantasy?

Jack: Yes...close enough.

Sally: Oh wow...I'm like a genius or something. OH, OH AXE FLURRY AND BATTLE HARDENED...LIKE GIMLI...THEY BOTH HAVE HIGH FANTASY AND THEATRE OF THE MIND ON TOP! I'LL TAKE THOSE 2.

Jack: I hate you Bob.

And thus ends our tale.
 


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