FrankTrollman wrote:So we've been arguing about what flavors are required to be D&D-esque. So, what are they?
By cutting out any power source, you make the game somewhat less D&D-esque (and probably make it better as well).
I think I see where you're going with this, but it might be better to do it bottom-up (start with the classes, derive the powers) rather than top-down.
To go purely with the 3e PHB classes, you have Martial/Ki power (fighter, monk, barbarian), Dragon power (sorcerer), Nature power (ranger, druid), Planar power (Cleric),
Christian power (paladin), Arcane power (wizard), and
Trickster power (bard and rogue). An argument could be made for Angry powered barbarians.
But, in D&D power source is no indication of the powers gained.
That said, I think we should have the following:
- Life (includes shapechanging, healing, growing food, etc)
- Arcane (including 'Science!')
Even though the first might be too limited and the second too unlimited.
Depending on cosmology,
Planar power may be appropriate. God power + afterlife power => necromancy in the original sense (speaking with the dead) as well as raising them up and sending them away. Also calling up angelic and demonic spirits.
In most setting, however, the gods themselves represent different power sources. That fucks with the whole idea of 'planar power', and probably invalidates it.