P.S. Why are there 2 versions of this thread, here and on the General RPG subforum? Is this one more 4E-ish than the other?
Several previous Legends and Lore columns had generated threads in the 4e Discussion forum, and since I didn't see one active yet, I decided to open one up to discuss it. I never thought to check the General RPG to see if someone had set one up though.
Another example is the condition index. While it may not be totally confortable to look conditions up, and you may disagree on the numbers of conditions, you can have feats and spells that effect them in a standardized manner. You just know what a feat does without kowing every spell.
Yep, it's very easy to just bookmark that list of conditions in either the PHB or the new Rules Compendium. Any time there's a condition question ("Does Restrained make you grant CA?", "Does Immobilize mean I can't teleport?", etc...) I just flip to the condition table and look it up. Easy peasy. Yes, if it were in the power itself it would be faster, but there would be soooooooooo much more text, and errata would take forever to come out. Think of how long it took them to fix teleports and forced movement cheese? It took so long because they had to implement the fixes system wide in multiple powers from multiple books... That's what it would be like if they had to update rules that were included on each power card.
However, agree with Monte cook, that complexity should go up with level. Not rules complexity (D&D 4e is fairly simple in most regards), but option complexity. A first level character should not be forced to browse through 33132414 feats.
Organizing them by category and alowing each character to pick from certain feat (categories) at a certain levels seems reasonable.
For a first level character it should be sufficient to pick a class and one or two weapon category/Implement feats (expertise feats) and be done with it.
Powers at first levels could be reduced, combat options could be reduced... why does a fighter need a bonus to opportunity attacks at 1st level. 3rd level would be enough... why does he need a daily there?
Why does the mage need encounter powers at first level? Why not give them their first power word at 2nd level and make it an improved version of an at will, or a reduced version of a daily?
(the above are just examples and you could find a lot of arguments against it, but for a beginner, or someone trying a new class, you really can´t decide if something works in actual play as you believe it to work on paper. I don´t want a single daily at 1st level for wizards back, but having 1-3 startup levels for any class seems reasonable to me. Add in a rule to start at level 3 or 4 and noone should be sad)
This I kind of agree on... For the feats, yes, it can be a bit intimidating to see the whole Heroic tier that's available when you're creating a character. A nice "cheat sheet" that went more in-depth on sample builds would be good. The samples in the PHB's and others are just too one-dimensional, and not always practical. The feat choice will almost invariably be something that's a class feat, often with a suggestion of Action Surge as the additional feat for a Human (at least in the PHB anyway...). Something updated and with multiple options might be good.
Or, as you said, simply a more limited list for the first few levels. Perhaps at level 4 you get access to the entire Heroic Tier list of feats, but until then you get a more limited subset that includes Expertise, Armor and Weapon Proficiencies, basic Class and Racial feats, and then a few other simple ones.
As for the power thing though, that's already in the system to an extent. Many of the Essentials classes have a very simplified power progression. The Scout that I made awhile back, for example, only got a choice of his two At-Will Stances. His Encounter power was just Power Strike by default, with more uses being gained as he leveled up. There were no Daily Attack powers, just a Daily Utility at level 2. Several others follow the same basic progression style. These are your "simple" classes that allow for new players to get a grasp of the game without being overwhelmed.
That simplicity was achieved solely through the power selection and usage mechanic though, rather than removing rules from the game. I think that's the better long term solution because a player that rolled up a Scout and is ready to pick a more "advanced" class still knows all of the necessary rules of the game, he just has more powers to pick from.
As an aside, that's why the Psionic classes such as the Ardent can be a lot of fun. They're like
really advanced classes, because they end up with so many more options due the nature of the augments. They have a lot more versatility in play, but you really have to be on the lookout for situations that allow you to use your powers to their fullest.