JohnSnow
Hero
WizarDru said:GURPS is not built around the 'young man discovers his true talents and rises to become a hero' ideal nearly so much as the 'talented individual finds himself caught up in an adventure' ideal. The difference between a 100 pt. GURPS character and a 200 pt. GURPS character is much different than a 1st and 21st level D&D character. The GURPS character is a little more competent at a few select things, possibly has a few more friends and maybe the backing of an organization. The D&D hero is a farmer boy who rises to a power to rival the gods.
And that is, in a nutshell, why D&D succeeded as a system. The core story of D&D, Mike Mearls' comments about "go and find stuff" aside, is the everyday character who adventures and gains great power. It's classic, it's heroic. We may argue about the flavor or how "powerful" we want such characters to become, but for the most part (I think), we all want to play characters who start as nobodies and become powerful as they embrace their destiny. And that's what D&D gives us.
That "embracing their destiny" thing speaks to classes and archetypes. So leave the classes in place, but make goodrules for multiclassing, so that characters don't have to take a Prestige Class just to fix a mechanical problem. Then have a few classes that characters actually need to "earn" their way into (Prestige Classes with real prestige). That would make me VERY happy.
Then all we'd need would be balanced rules for powering up characters either through magic items OR abilities as you see fit. That way, people can have the "flavor" of fantasy they like in their D&D.
Just my two coppers.