What do you think is better and why?
A game with a focus on choice of character building options or a game with a focus on game options?
I see these as two different paths in game design. Old school D&D was more of the later, new school more of the former.
Gameplay is different as practically one excludes the other at some points.
In old school everyone more or less knew most about the game characters: what they could achieve. In new school the game is more about the joy of discovering the new, unknown character builds.
In 3.x and 4e adventures do not usually analyze the character options as prerequisites for the various adventure options. It is mostly up to the players to make effective builds versus the challenge ratings and this is mostly dependent to the game rules than the adventure and the adventure options.
In old school one could correspond the character options,as for example equipment or the party decisions, with the adventure options. In new school it is very hard to go with the same approach- for example thinking of all the various possible feats and skills to model the adventure options around this is impossible. This is why challenge ratings are necessary in the design and the ability to effectively play the game. But it is a different game: a game of "deck" building rather than a game of having sorted out your options and thinking of what you want to do with them in regards to the adventure itself.
In case anyone does not agree with this distinction of old school versus new school let me say that tabletop rpg design is effectively nothing more and nothing less than the game's mere interface. In tabletop everything in theory is possible so what we are buying from a published game is the interface it has come up with. So what matters is interface: different interfaces will usually result in different game in practice. All the same options may be there but the different interface is what makes the difference.
A game with a focus on choice of character building options or a game with a focus on game options?
I see these as two different paths in game design. Old school D&D was more of the later, new school more of the former.
Gameplay is different as practically one excludes the other at some points.
In old school everyone more or less knew most about the game characters: what they could achieve. In new school the game is more about the joy of discovering the new, unknown character builds.
In 3.x and 4e adventures do not usually analyze the character options as prerequisites for the various adventure options. It is mostly up to the players to make effective builds versus the challenge ratings and this is mostly dependent to the game rules than the adventure and the adventure options.
In old school one could correspond the character options,as for example equipment or the party decisions, with the adventure options. In new school it is very hard to go with the same approach- for example thinking of all the various possible feats and skills to model the adventure options around this is impossible. This is why challenge ratings are necessary in the design and the ability to effectively play the game. But it is a different game: a game of "deck" building rather than a game of having sorted out your options and thinking of what you want to do with them in regards to the adventure itself.
In case anyone does not agree with this distinction of old school versus new school let me say that tabletop rpg design is effectively nothing more and nothing less than the game's mere interface. In tabletop everything in theory is possible so what we are buying from a published game is the interface it has come up with. So what matters is interface: different interfaces will usually result in different game in practice. All the same options may be there but the different interface is what makes the difference.