Sure, you could play D&D as a role-playing game, with a focus on social interaction, but only those classes with the social skills as class skills, because D&D tends to place too much emphasis on rolling a dice, rather than resolving it via your mouth. It seems to be common in D&D that someone could come up with a good idea, but because the dice roll doesn't support it, it doesn't happen.
D&D is in fact a roleplaying game. The mechanics are mainly focused on combat, because that is mostly where they are needed.
I think formatting the combat/social focus of D&D isnt really terribly hard as long as the DM and the gaming group are willing to try and accomadate and give something for everyone
However I do see what your saying, and will address it further along with the rest..
Furthermore, the game prohibits flexibility and creativity in character design because it penalizes things like cross-class skills. So, if I had a concept of a fighter who likes to track his prey, and uses stealth, but a rogue isn't what I want, I'm going to get penalized for having a creative thought. So, you have to focus your character (i.e., maximize) into a very specific frame of reference. To create a bard that *isn't* an enchanting, manipulating specialist is to create something other than the class is designed to be, and he'll suffer in the long run by not playing on his advantages. That's maximizing.
This kind of thing is more where my problem comes in. As you say, each class has certain specific makeups that are mechanically useful or on par, and generally if you deviate to far from any one of those, your going to find your character isnt very effective.
I dont have a problem with focus and specialization, but I agree with you that there should be less penalization for going outside the box, on a number of levels.
It is possible to do it for yourself, but that is one of the areas where D&D is lacking. It claims to be able to be molded to many different types of play and ideas. And it can be, to a pretty deccent extent, but for a long time it never bothered to tell you how to go about that. Theres slowly begining to be more of it, but its still usualy pretty specific, rather than broad guidlines.
Added to that is the fact that, in my experience, most DMs are quite uninterested in/unwilling to change anything about the game for one reason or another. Or if they do, its all about creating their vision and their idea...rarely are they willing to let a player make changes to fit their vision, since they seem to assume its an attempt at "powergaming"
I assume you're referring to d20, and not D&D, cause last I checked, D&D didn't support horror, or the wild, wild West very well. It's suitable really only for high fantasy, and anything more deviates from the strict definition of what D&D is.
Well I think maybe when he said styles what he was really getting at more was "magic levels" (the main issue of this thread). But even that isnt that easy. The level of magic, especially magic items, is built into the mechanics of the game.
It can certainly be changed, but once again D&D says that these things are all optional and that they can be changed to suite a campaign, but little is said about how to do that and maintain balance.
I dont even neccesarily need the system to be changed. I'd just like a little more information on how to change it myself, rather than being told I'm free to do so but given little to go on.