What I am thinking on is how 4e powers tend to be combat focused. They have the separate category of Utility Powers and Rituals for non-combat.
This simplifies the powers but limits most of the game play and application for the character's powers to encounter situations.
I was thinking that this could be altered by writing powers with a combat effect and an out of combat effect based upon the fluff.
For example with Charm Person
The in combat effect would be to daze the opponent as they tried to sort through their feelings.
The out of combat effect would be to provide a +5 modifier to interactions (Diplomacy, Bluff, etc) out of combat for an hour.
You could even go closer to Old School Charm with the additional rider that Each failure moves the target closer to a +5 modifier that lasts days (like the disease rules in 4e) until the target recovers from the exposure.
A Paladin's Defender Aura might add +2 to interactions with people of the same alignment or religion as the Paladin while providing a -2 to interactions with an opposed religion.
A spell like Raise Dead might be a strong healing spell inside of combat or keep a person taking actions for a round or two after they are 'dead' (It might offset penalties from being raised from the dead for a round or two in combat). It is out of combat that time and materials are used to bring the person back from dead on a more permanent basis.
This all adds text which could add to the size of the rules but the addition is smaller then writing up full sets of new powers to cover out of combat and in combat powers as you would not need two sets of fluff text. There might still be dedicated combat choices but it allows 'less optimum' damage powers to have a balancing influence which increases their value.
This simplifies the powers but limits most of the game play and application for the character's powers to encounter situations.
I was thinking that this could be altered by writing powers with a combat effect and an out of combat effect based upon the fluff.
For example with Charm Person
The in combat effect would be to daze the opponent as they tried to sort through their feelings.
The out of combat effect would be to provide a +5 modifier to interactions (Diplomacy, Bluff, etc) out of combat for an hour.
You could even go closer to Old School Charm with the additional rider that Each failure moves the target closer to a +5 modifier that lasts days (like the disease rules in 4e) until the target recovers from the exposure.
A Paladin's Defender Aura might add +2 to interactions with people of the same alignment or religion as the Paladin while providing a -2 to interactions with an opposed religion.
A spell like Raise Dead might be a strong healing spell inside of combat or keep a person taking actions for a round or two after they are 'dead' (It might offset penalties from being raised from the dead for a round or two in combat). It is out of combat that time and materials are used to bring the person back from dead on a more permanent basis.
This all adds text which could add to the size of the rules but the addition is smaller then writing up full sets of new powers to cover out of combat and in combat powers as you would not need two sets of fluff text. There might still be dedicated combat choices but it allows 'less optimum' damage powers to have a balancing influence which increases their value.