Previous editions had lots of traps and very few real choices.
A character has an infinite number of choices they can make... they just come out during gameplay rather than on the character sheet. If someone sees their character as nothing more than just numbers on a piece of paper, then sure... levelling up does not give them a huge amount of forks in the road. But the ultimate hope of those that make and run the game is that players see their characters as more than just a sheet of paper. So that every choice the character gets to make *in the game world* is not only just as valid, but in fact is MORE important than any mechanical choice the player makes upon level up.
It's the reason why the original game 40 years ago survived and worked fine when PCs had no real choices for level-up at all. Because it was living in the world that gave players the chance to make choices.
Came on, that's not what I was talking about. It's clear that PC will be taking a lot of "in game choices".
Having more "true" (as opposed to "trap") "crunch" choices to make doesn't prevent roleplaying, and vice versa.
I liked very much the Talent Trees of the d20 Modern. Every class had various Talent Trees and by gaining levels you could start new trees or advance in known trees (normally they had 3 "steps"). So you could specialize or differentiate. I think those where "true" choises (and not "traps"). This is what I'm talking about.
Like Defcon1 stated, the RP aspect is where 5th Ed. shines. Having a very loose framework allows players to take characters in any direction they want. In my current party we have a rogue who is looking to start a thieves guild, a mage who has a budding love affair with a cute apprentice, a paladin who is quickly becoming a kingdom level army commander, and a ranger who is contemplating a bargain with a demon lord in order to avenge the death of her mother.
That's fine and all and D&D usually gains more options as the edition progresses, but one of the things they have stated they want to curtail was 'splat bloat', so you might be disappointed for quite some time. Unearthed Arcana offers more choices, but again those are rather slow to come out overall.
Gurps is definitely the system you want if you want to drown in choices lol.
Came on, that's not what I was talking about. It's clear that PC will be taking a lot of "in game choices".
Having more "true" (as opposed to "trap") "crunch" choices to make doesn't prevent roleplaying, and vice versa.
I liked very much the Talent Trees of the d20 Modern. Every class had various Talent Trees and by gaining levels you could start new trees or advance in known trees (normally they had 3 "steps"). So you could specialize or differentiate. I think those where "true" choises (and not "traps"). This is what I'm talking about.