Tony Vargas
Legend
Sure, that could restrict customizabilty some. It does create a need for a complex sort of 'web' of balance instead of an innate systemic balance, but it's not an impossible task. On the downside (and its a completely different downside), and you saw this with the 3.x fighter, getting some feats (spells) with a lot of preqs eat up a lot of character options, making going for some of the 'best' options very build-constraining.I actually think the feat+skill approach can help with balance, because feats can have prerequisites, and thus costs or restrictions. Thus, if not only magic missile, but also polymporph, teleport, resurrection, etc. are feats, they can be dealt with on an individual basis rather than under the envelope of freely available spells. The feats could have high prerequisites, or simply be DM options as many feats are. To cherry-pick good spells from different schools, you'd need to devote a lot of character build resources to meeting their disparate prerequisites.
I don't know if it makes more sense, but it certainly makes design sense to use one customization mechanic for both.Not that you couldn't do this with spells as they are, but it makes more sense with feats.
I'd have to have agreed 5 years ago. But, now that I've seen what 4e was able to do, I'm less certain. Dailies are problematic, you still have the 5MWD issue, even in 4e for instance, but limited-use abilities of some sort do add interest. 4e demonstrated that you could still have that, while having a good degree of class balance, which I found surprising.That essentially still what I think, that the rogue is clunky, the casters anachronistic and abusable, and the fighter is the way to go.
Still, it lacked the elegance of the fighter design.
Nod. 3.5 still had some life left in it, as Pathfinder showed, though. And, I think they really overlooked the power of the open source paradigm in trying to change the way they did. 4e was a big improvement over 3.5, but, as has always been the case with D&D, it was 'behind the times' in how it tried to make that improvement. Before, TSR or WotC could just say "here's the new D&D." And everyone would either buy into it or be marginalized. With the OGL out there, there was no marginalizing the hold-outs, and 4e (quite independent of the nature and depth of change it represented) was doomed. If 4e had been something like what you described above, it might also have been a great improvement over 3.5, but it would have faced the same grim fate. Essentials would have just brought back Vancian casting instead of dailyless fighters.I don't disagree with that assessment, but I find it unfortunate. On both a business level and a creative level, D&D needed a change; 3e was stagnating as a business and design flaws were becoming apparent. Just because the direction they took had its problems and didn't meet expectations doesn't mean that all change is bad.