D&D 5E If an option is presented, it needs to be good enough to take.

Hussar

Legend
Unsurprisingly, I agree with pemerton here.

Combat is central and essential to D&D. One of its cores is a robust combat resolution mechanic. Heck - look to Next. What are we playtesting? Mostly combat.

It's just not all D&D is about. At least it hasn't ever been in my experience, from 1e to 4e.

-O

And fortunately, other than a few people who are making some hay people, no one is actually arguing that that's all D&D is about.

OTOH, saying that D&D is about combat is kinda like saying rain is wet. Basically we agree. Combat is central and essential to D&D.

That is all I was trying to say. Other people have decided to start dragging in years old discussions that were blown way out of proportion even back then and trying to beat that old horse one more time.
 

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Hussar

Legend
I'm going to have to disagree here. Does it serve any "mechanical" function other than the one you outline? Hmmm, not really.

But the fact that a "Perform: Instrument" skill exists in the rules has a lot of "unspoken," un-mechanically-defined consequences.

  1. It indicates to the players and GM, however imperfect the mechanic is, that characters have out-of-combat abilities, and that there's at least THE POSSIBILITY that they matter in the fiction. I know, I know, good players and GMs will find their own ways to express character backgrounds without needing the "crutch" of defined skills. But whether the mechanic is perfect or not, don't dismiss the significance this communicates to players and GMs. It's a tacit expression that there is a more "complete" world to be experienced, one that exists outside of killing things and taking their stuff.
  2. It's at least an attempt, however imperfect, for those who like "nods to realism" at attempting to codify how good the character is at their chosen skill. Because sometimes it MATTERS in the fiction whether your PC is a middlin' lute strummer, or a medieval Joe Satriani. And maybe a player or GM doesn't want to leave that to fiat.
  3. For some players, it provides a roleplaying "hook" for them to engage with. It may help them frame character desires and interactions, or more readily place their characters within the fiction, making their gameplay and interactions with the world more immersive.

It's fine if the skill mechanic does none of those things for you. But the existence of the skill at all can clearly have more impact on gameplay than a roll of the dice to see whether you succeed on any particular performance.

I find that the existence of the perform, profession, knowledge, and craft skills are at least as if not more important for setting a "tone" for world building as they are in actual PC implementation.

Fair enough. I wasn't actually arguing against having these skills in the game. I was arguing against the interpretation being put forth that these specific 3e skills somehow showed that 3e is more geared towards role play than 4e, which was the point that was being made.

Sure, have these things in the game. I'm not sure they need to be in the skill section specifically, or perhaps a separate silo, like, oh, I don't know, backgrounds perhaps? :D
 

Tony Vargas

Legend
Would D&D be a better game rewritten as HERO, or GURPS, or RuneQuest, or Burning Wheel?
Yes.

but given that all those games are already out there, and easily accessible, if one wants that sort of game one doesn't need to try and turn D&D into it!
Oddly, one often does. Because D&D has such tremendous name recognition, such long history, so much support, so many clones, and such an organized-play infrastructure, it's much, much easier to find a game of D&D (or its clones) than any other game.
 

JamesonCourage

Adventurer
Meh, I don't think that wall of text was meant to be readable or read, and my eyes glazed over.
How civil! Always good for discussion.
See, most people would be talking about Player A and how he could be more like Player B. He has history, background, story, interesting hooks for other PCs and for the DM, good stuff. All around, most DMs would say that they'd much rather have Player B than Player A.

[MENTION=6668292]JamesonCourage[/MENTION] would suggest that the only way the system could be fair would be by giving Player A more combat capability and more damage than player B. 5/1/1 rather than 3/3/3, after all!
It may not be surprising, but you're misrepresenting my views. Player A may be 3/3/3 and just not use his stuff! I want 5/1/1 or 1/4/3 or 2/2/4 for people to fit concepts. Player A doesn't have much of one (and only picks his race for his bonus... how interesting!).

However, add some concept to him. Maybe Player A wants to play a character who was raised in a fighting pit. He was born there, and raised to fight. Think the "Unleashed" movie. Fighting is all he knows. That might warrant a 5/1/1 or a 4/2/2. And we haven't even added some events yet to flesh him out.

Or, maybe someone wants to play a sage. He's been in the library most of his adult life, and hasn't been in a fight in his life. He might be a 2/2/4 or a 1/3/4. And we haven't even added some events yet to flesh him out.

Or, maybe someone wants to play a hermit. They were raised by their parents, who died when they were nearly a teenager. They've gotten along in the wild alone since then. They might be a 3/1/4 or something. And we haven't even added some events yet to flesh him out.

I'm talking about character concepts, and the optional shift away from 3/3/3. You don't have to respond to it, but you haven't answered how the optional, clear, supported opt-out would be problematic to your fun.
players who are good (like player B) leave for systems that reward them rather than punish them
This seems to be the essence of the Stormwind Fallacy: "Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa." If Player A actually has a concept that would tend to naturally shift his balance away from 3/3/3, and if he accepts the change to the game that the opt-out would entail, and if the GM and other players are on board, then there's no reason to deny the opt-out.
Don't reward problem players. Don't pat the MinMaxers on the back and tell them they've done good. If you want to play an unbalanced character, the system should reward you for it in no way whatsoever.
The idea that playing an unbalanced character somehow makes you a problem player is very, very wrong. It might for your group; it is far from universal.
P.S. If Jameson's Courage wants, I will personally homebrew him a sage class for Next. It will be exactly like the wizard class, except specifically prohibited from being in any way useful in combat. Does that work?
Of course not. And I've explained why. As always, play what you like :)

Looking at the D&Dnext playtest, there is not going to be the sort of change you are calling for. It is beyond obvious that the game gives priority - in PC build, in action resolution, in encounter design and scene-framing - to combat as the premier site of action resolution.

Even the new magical item rules refer to magic items as things gained by looting monsters and their hordes, or taken from trapped dungeons. There is not even the canvassing of items as rewards from allies or patrons, or as heirlooms, or any of the other obvious possibilities for magic item placement.
Two things, here. One, I'm not going to judge the final product at this point in time based on how early it is. Two, I'm going to call for this stuff to be added whether or not it looks like that's the direction, unless they explicitly comment that they aren't interested in pursuing that direction.
The further reasons are nicely illustrated by GreyICE.

In a party-based game, which D&D unequivocally is, a PC who can't conribute in some meaningfully way in the bulk of scenes is a problem PC. (It is a further question whether or not that PC's player is a problem player.)
I don't think we can make the universal assumption that a "non-combat sage" is going to be meaningless in the bulk of situations. It wouldn't be at my table. But, my table has a lot of support for non-combat endeavors, which is why I've also been calling for more support.
In the playtest, take the Sage background, the Jack-of-All trades specialisation (to boost your knowledge skills), and the Wizard class with the following spells known: Detect Magic, Light, Mage Hand, Alarm, Charm Person, Comprehend Languages, Feather Fall and Shield.
I don't want a spellcaster. Give me a mundane non-combat sage. I don't want to hear "if you want your concept to work, use magic" :p
JamesonCourage said:
You're saying "ignore the rules"
For the wizard, you can just ignore some of your spells gained per level.
... I feel mislead. You, too, are saying "ignore the rules" and that won't satisfy me. It's the Oberoni Fallacy.
(If my memory is correct, sages using Hold Person has precedence going back to Gygax's DMG!)
Just as a side note, I'm not trying to build Gygax's D&D. I don't even play D&D currently, and I have a lot of respect for him. But, I've seen a lot of quotes from him that I'm not interested in adhering to. I don't have an interest in OD&D, BECMI, AD&D, or the like. I don't have much of an interest for a rules-light game, either.
My conclusion: given that it's just a playtest, D&Dnext actually supports the "wise old sage who sucks in combat" archetype pretty well, at least at the PC build stage. It doesn't really have the action resolution mechanics for you to get the maximum out of your wide spread of Lore skills, but that's another story.
It only supports a magical sage, which is an archetype in itself. But it's not the same as the non-magical non-combat sage archetype. Think Song of Ice and Fire, where that archetype is used often enough. As it stands, 5e does indeed fall short of what I want; far short.

I'm still waiting to hear how the optional opt-out for a clearly explained, well-supported group of non-combat abilities with 3/3/3 as default is somehow going to ruin the game. Any thoughts on why people think the opt-out will ruin their game? As always, play what you like :)

Other people have decided to start dragging in years old discussions that were blown way out of proportion even back then and trying to beat that old horse one more time.
The last post by you was about 14 months ago, so more like a year old debate :p

But, it was 68.12% "No" to the question "Is D&D About Combat?" Not "Is D&D All About Combat?" And that's why I brought that poll up. As always, play what you like :)
 

GreyICE

Banned
Banned
[MENTION=6668292]JamesonCourage[/MENTION]: Your posts are very hard to read. That's not meant to be offensive, it's a simple fact. I think if you took some time to organize your thoughts and write something clear and coherent, you'd find yourself saying what you want to say in half the words, with twice the effect. "I apologize for the length of this letter, I had not the time to write a shorter one" and all that.

Anyway, what I think you are saying is that the 5/1/1 character is still capable of roleplaying. But... how? Even the concept you came up with (born in a gladiator pit, trained all his life to be a gladiator, cares only about fighting) sounds more like an abused, amoral psychopath than a real character. In real life we'd diagnose someone like that with severe, trauma-induced social and psychological problems, and they'd be nearly incapable of functioning in society.

And again, players like that drag the campaign in a certain direction. That's where they become problems. If the game is naturally tending towards an extended social/exploration pillar play (perhaps leading a revolution or something) then the combat character fades into uselessness. The DM and the players are forced to add combat scenes, or allow the character to fade into irrelevance.

The same with the sage. He's not quite the psychological mess our abused gladiator is, but he's still got strong suicidal tendencies. I mean what would you think about an old, arthritic, partially blind librarian who insisted that he should wander around in warzones in Afghanistan escorting the soldiers as they engage in a commando raid? You'd think he was a complete lunatic! And... so he basically is.

The MinMax "roleplaying" breaks down when you stare at it too hard, because the characters who come out of such an exercise are completely inorganic. They are the result of writing a character sheet then trying to come up with a backstory to plausibly fit this ridiculous character sheet you have written.

Moreover, it doesn't foster healthy interaction within the group. If everyone can take part in an activity in different ways, the group is healthy. If one person dominates an activity while everyone sits back and watches, it's like 3 or 4 group members are watching a cutscene in a video game. Completely non-interactive.

All characters should be set to 3/3/3. There should be no option for one character to completely dominate all aspects of their narrow specialization while giving up everything else.

As for what it costs me, it costs me growth. It costs me getting to watch people learn to roleplay. It costs me a game where character sheets encourage new players to grow from "combat monster" or "face of the party" into well rounded, fleshed out characters who can contribute. It costs me a system that makes games that are fun for me to play. It costs me a system that will bring new players into the hobby and show them what roleplaying is about. It costs me D&D Next.

I think it's awfully hypocritical of you to write "play what you like" while arguing that the system should fight against what I like, what makes roleplaying fun and entertaining, what makes things work, as hard as you possibly can.

I have offered you a clear and obvious way you can play what you like - build a character using WotC's classes, and then simply don't use aspects on your character sheet that you feel that your character shouldn't have. You insisted that everyone who picked up your character sheet should play your character exactly the same as you. Uh... what? That's not "play what you like," that's "Let me build a character who can only be played one way." That's... that should be impossible. You should never be able to build a character who can only be played one way, because that implies the character has no choices in play (or all choices except for one choice are clearly and obviously suboptimal). Such a thing is not realistic, no matter how specialized you get (and adventurers are not super-specialists).

Play what you like. Just don't insist that I have to pick up your character sheet, having been told nothing about the character, and realize I have only ONE OPTION in all circumstances. That's... that's really bad MinMaxing. And yes, MinMaxing is a dirty word.
 
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pemerton

Legend
You, too, are saying "ignore the rules" and that won't satisfy me.
In one of my builds, working from a playtest spell list, you have to take only half or so of the spells you are entitled to for levels gained from 2 to 5. I personally think that that's not too bad, and isn't an instance of the "Oberoni Fallacy" - no PC build or action resolution rules have to be changed - it's in the same ballpark as a PC with armour proficiency nevertheless not wearing armour (like my cleric build).

I don't want a spellcaster. Give me a mundane non-combat sage. I don't want to hear "if you want your concept to work, use magic"

<snip>

It only supports a magical sage, which is an archetype in itself. But it's not the same as the non-magical non-combat sage archetype.
D&D doesn't have an archetype of a non-magic-using sage. Its sage archetype comes from classic D&D, and is a spell-user. On the PC side it's traditionally been covered by the wizard.

A game which makes scholarly wizards viable as PCs has no design room for a mundane sage - because there is no room to push the scholarly side harder than the wizard builds in question. They are already maximally scholastic!

Rolemaster has this very problem for its non-spell-using scholar class (found in RMC2, and also in the current playtest version of Character Law). The scholar is no better at scholarship than spell users - the only advantage a scholar has is less punitive PC build costs for non-scholarly pursuits (and in practice it is an NPC class - players build casters!).

The only way to create room for a "balanced" non-spell using scholar option is to reduce the scholarly dimensions of wizards, warlocks and clerics - which would be to go against all the traditions of D&D! As [MENTION=6684526]GreyICE[/MENTION] said, if you want to play a non-spell-using sage PC in D&D, you have to just build a weak PC - follow the wizard rules but don't give yourself any spells!

I'm still waiting to hear how the optional opt-out for a clearly explained, well-supported group of non-combat abilities with 3/3/3 as default is somehow going to ruin the game. Any thoughts on why people think the opt-out will ruin their game?
I've just given one example - if one of your "3"s is spell-use, then creating an option for a non-spell-using scholar requires watering down the scholarship of spell-using classes. Which would be contrary to the traditional "story" of D&D, in which spell-users (at least a certain class of them) are the most scholarly individuals that they are. (And it's not as if that approach has no foundation in broader legend and fairy-tale.)

The same thing applies in relation to combat, too. If you make a player who is building a fighter pay resources to get social abilities, that could instead be spent on making the PC a better fighter, you create needless pressure towards all (or, at least, the best) fighters being asocial desperadoes. Whereas, in my view, D&D is best served both in mechanical smoothness of play and in story terms by having the charismatic and sociable fighter be a norm, who does not need to sacrifice fighting ability to get there (again, this is a reiteratin of [MENTION=6684526]GreyICE[/MENTION]'s point above).

Furthermore, as I said in an earlier post, disparities that preclude meaningful participation in a given scene destabilise party play unless various sorts of "stabilising" mechanics are brought in, such as "carry over" bonuses from scene to scene, augments based on thematic/metagame/narrative considerations rather than simulationist/causal ones, etc. And D&Dnext will not have those sorts of mechanics, given the hosing received by the very modest versions of them present in 4e.

"Meaningful" is, of course, somewhat amorphous in its content - but even my example sages have enough hit points to have a chance of surviving the first blow from an orc's axe. Plus the warlock can Eldritch Blast. The cleric can Searing Light. And the wizard can Charm Person ("Away put your weapons!"), and/or protect him-/herself using Shield.
 

Bluenose

Adventurer
Um, this is cool. I'd be down for this type of progression, but it seems like a tangent to my comments on specialization and hyper-specialization, which I think 5e can add as an option. I think I missed either the segue or the off-ramp somewhere; can you help me out?

Specialisation and hyper-specialisation are cheap in D&D; and to a certain extent, they have been essential for some classes.

If your character has a skill bonus of +5 at 1st level, that might be adequate when they're facing tasks with a difficulty of 15-20. It is statistically insignificant when the difficulty of tasks exceeds 25, however, as the only thing that matters is the die roll. In theory, bounded accuracy means that it will no longer be as necessary to raise that skill bonus to the levels it could reach in 3e and 4e. Specialisation is less essential in that case.

What's also significant is that specialisation had no Point of Diminishing Returns. Going from +1 to +2 was as easy or difficult as going from +19 to +20. Learning the deepest secrets of a craft was as easy as learning the basics. There's nothing to discourage doing so, even when you could instead be learning something to give more breadth to a character. If +5 to +10 was a reasonably cheap investment, +11 to +15 was something you would get eventually just from experience, +16 to +20 required as much training/effort as it would take to raise two or three skills form +5 to +10, and the last +21 to +25 was even harder; then you'd give people a reason to go for breadth rather than depth.

Also, the numbers I'm suggesting are for two reasons. +10 at 1st level for someone competent in a skill allows space "beneath" that for people who are less skilled but have some abilityand/or training, including the famous Farm-Boy on his "Zero to Hero" progression. And making the maximum ability you could achieve no more than thrice what you'd have as a competent professional at 1st level would also make extremely high bonuses less significant to a system where bounded accuracy made them less essential.
 

slobo777

First Post
And again, players like that drag the campaign in a certain direction. That's where they become problems. If the game is naturally tending towards an extended social/exploration pillar play (perhaps leading a revolution or something) then the combat character fades into uselessness. The DM and the players are forced to add combat scenes, or allow the character to fade into irrelevance.

cf ShadowRun (1e and 2e at least).

Spellcasters go into the spirit world

Deckers go into cyberspace

Riggers want vehicle combat

Street Samurai mix it up hand-to-hand

If you have four players, each using point buy to build an optimised team member in one of these archetypes, IME you have a fragmented game at best, and most usually a broken game that gets abandoned.
 

@JamesonCourage

Awhile ago I did a post whereby I broke down each pillar (Combat, Exploration, Social) into its sub-pillar elements. I then graded the Generalist Wizard's, the Bard's and the Rogue's output (and outlined their corresponding acumen/deployable resources) in each sub-pillar and then aggregated those sub-pillar grades into an overall pillar grade. I then attempted to draw conclusions based on that analysis.

I think if I were to take that exact schematic and throw together this "Sage" character that JC is describing it would likely turn out to be an A + in Exploration and also a high grade on the Social pillar (due to the overlap of assymetrical Sage/Divination abilities with standard investigatory/interaction means for conflict resolution, or circumvention, of challenges within the Social pillarl). However, given JC's depiction, this build would (either willfully through intentionally "nerfing one's self" or through some sort of specialization "Min-Maxing" at the expense of a broad range, including combat, of proficiency) struggle mightly to add to (and not be a weak link in the chain) physical challenges/combat.

I'm curious. I'm going to devise two scenarios here. Do you think you could comment on how you see the table/game dynamics of each of these playing out (with respect to each character's contribution/relevance and what kind of dynamic that would engender for a gaming group)?

Let's say you play once a week for both of these for 5 hours at a time. That is 20 hours in a month. Each of these campaign arcs span 4 sessions/20 hours.

Characters (all 7th level):

Standard Fighter (Farmhand turned soldier turned adventure. Lived standard fair martial existence and possesses the generic martial acumen/proficiencies that come with it.)

Standard Rogue (Street urchin turned criminal turned bounty hunter. All the tools of the trade and contacts that come with it.)

Standard Generalist Wizard (Standard Tower Wizard. Scribe and Lore generalist with standard spread/payload of evocation, divination, enchantment, transmutation spells.)

** Your Sage ** Standard Priest but more like a Bard in build without the Arcane spellcasting and singing (Noble birth. Father is a retired Paladin. Born with a rare bone disease such that he is considerably fragile. Raised within the church's construct and had all of the eductation that money could buy. Learned under the best and brightest scholars and had access to the deepest libraries and the most vast tomes. However, for whatever reason, the Divine never blessed him - Cannot cast spells but has enormous lore capibilities and social network skills/background).


Arc 1:

Generic murder mystery in a large city replete with devil worship among the nobility, a paid off city watch, co-conspirators within the government, human sacrifice, missing virgins, secret signs marking doors, infiltration of a masquerade ball, culminating in a great ritual at the end whereby a powerful devil summoned.

Arc 2:

Nobleman turned adventurer (the modern variety...not the D&D variety...basically Richard Branson) hires the PCs to escort him on a journey to climb the highest mountain in all the world. Naturally, (because hey, this is D&D) the harrowing journey is treacherous beyond words, fraught with all manner of environmental, conditioning and terrain difficulties, horrific creatures (maybe a flight of wyverns, a tribe of frost giants/orcs, ice trolls, goblins, etc) and the remote peak of the mountain contains the haunted ruins of an elven civilization lost to the world some 10,000 years...that venerates the wicked Fey Prince of the Winter Court.


These are two extremely dispirate scenarios (with accordingly dispirate challenges). With regards to niches and meaningful contribution towards a successful outcome, how do you see each of these characters fitting into these two campaign arcs? I have an opinion on this but hearing yours would be much more illuminating toward the the angle that the thread has taken. Think you could give it a shot? Maybe put a grade by each character for each arc (and expound on the reasoning for that grade)?
 
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JamesonCourage

Adventurer
Your posts are very hard to read. That's not meant to be offensive, it's a simple fact.
If they're hard for you to read, that's fine. They aren't to others. No worries, though, I'm not offended. Sometimes it happens to people. Voicing it the way you are is probably not as productive as could be, but hey, whatever.
I think if you took some time to organize your thoughts and write something clear and coherent, you'd find yourself saying what you want to say in half the words, with twice the effect. "I apologize for the length of this letter, I had not the time to write a shorter one" and all that.
I'll take thoroughness as a fault. I'm fine with that assessment. Sorry if it makes it hard for you to read; the upside is you don't need to, if you it's too much trouble to follow.
Anyway, what I think you are saying is that the 5/1/1 character is still capable of roleplaying. But... how?
So you believe in the Stormwind Fallacy?
And again, players like that drag the campaign in a certain direction. That's where they become problems. If the game is naturally tending towards an extended social/exploration pillar play (perhaps leading a revolution or something) then the combat character fades into uselessness. The DM and the players are forced to add combat scenes, or allow the character to fade into irrelevance.
Ah, this seems to be where there is some divergent approaches to play. By making the guidelines clear, and by giving some sound GM advice, then players and GM should be on board about the style of game before the game even begins. If the game is going to be about social/exploration, then as long as everyone knows that, and Player A is okay being mechanically useless most of the time, and his fellow players/GM are okay with that, then yeah, go for it.

By making things explicitly 3/3/3, and by providing clear guidelines for the opt-out, and by giving some sound GM advice about setting expectations prior to play, you can have everyone on the same page before play even begins, and making an informed decision about their character.
The same with the sage. He's not quite the psychological mess our abused gladiator is, but he's still got strong suicidal tendencies. I mean what would you think about an old, arthritic, partially blind librarian who insisted that he should wander around in warzones in Afghanistan escorting the soldiers as they engage in a commando raid? You'd think he was a complete lunatic! And... so he basically is.
I'd honestly probably describe most stereotypical adventurers as suicidal, or at least psychologically damaged. Then again, in the game where the sage is played, maybe it's not about tomb robbing, eh?
The MinMax "roleplaying" breaks down when you stare at it too hard, because the characters who come out of such an exercise are completely inorganic. They are the result of writing a character sheet then trying to come up with a backstory to plausibly fit this ridiculous character sheet you have written.
For your group. My group starts with concept ("wise non-combat sage") and then works to make the mechanics fit the fiction. It's the opposite of what you describe.
Moreover, it doesn't foster healthy interaction within the group. If everyone can take part in an activity in different ways, the group is healthy. If one person dominates an activity while everyone sits back and watches, it's like 3 or 4 group members are watching a cutscene in a video game. Completely non-interactive.
Some people are happy not participating in certain parts of the game. Some people aren't interested in certain aspects, or accept that as fitting their concept (my group is okay with it because it helps them immerse). I get that you don't like it; play the default 3/3/3 and you're golden.
All characters should be set to 3/3/3. There should be no option for one character to completely dominate all aspects of their narrow specialization while giving up everything else.
I disagree. It should be optional in a 2e or UA sense, though, and not a "feel free to swap these out" sense. It should be a campaign choice, not built into the class directly.
As for what it costs me, it costs me growth. It costs me getting to watch people learn to roleplay. It costs me a game where character sheets encourage new players to grow from "combat monster" or "face of the party" into well rounded, fleshed out characters who can contribute. It costs me a system that makes games that are fun for me to play. It costs me a system that will bring new players into the hobby and show them what roleplaying is about. It costs me D&D Next.
To be fair, it doesn't look like you're much on board with 5e anyways. But regardless, couldn't you stick to 3/3/3 and be happy?
I think it's awfully hypocritical of you to write "play what you like" while arguing that the system should fight against what I like, what makes roleplaying fun and entertaining, what makes things work, as hard as you possibly can.
I explicitly support 3/3/3 as the default, which would make all characters balanced across the three pillars. But, in the spirit of "play what you like" I also support giving a campaign option to shift the focus of PC builds, so that people can change the nature of the very campaign through their characters to something they like. I'd hardly call that hypocritical, since with my method you could play how you want to (3/3/3 default), and I can play how I want to (switching it up as appropriate).
I have offered you a clear and obvious way you can play what you like - build a character using WotC's classes, and then simply don't use aspects on your character sheet that you feel that your character shouldn't have.
So you also believe in the Oberoni Fallacy?
You insisted that everyone who picked up your character sheet should play your character exactly the same as you. Uh... what?
No, what I said was that people would see those mechanics that I was ignoring (already not a good position for the game), and they'd know that the mechanics don't match the fiction. This, too, is a problem. I want the mechanics to match the fiction.
That's not "play what you like," that's "Let me build a character who can only be played one way."
Well, it is "let me play a character where all the base mechanics match the fiction." It's kinda close to what you said.
Play what you like. Just don't insist that I have to pick up your character sheet, having been told nothing about the character, and realize I have only ONE OPTION in all circumstances. That's... that's really bad MinMaxing. And yes, MinMaxing is a dirty word.
We're on the same page, because I'm not saying that! As always, play what you like :)

In one of my builds, working from a playtest spell list, you have to take only half or so of the spells you are entitled to for levels gained from 2 to 5. I personally think that that's not too bad, and isn't an instance of the "Oberoni Fallacy" - no PC build or action resolution rules have to be changed - it's in the same ballpark as a PC with armour proficiency nevertheless not wearing armour (like my cleric build).
If a character doesn't wear armor, it's usually because he either can't to any real effect (no proficiency), the trade-offs aren't worth it (check penalty, etc.), or his Dexterity is very high. Not wearing the armor when you can is one thing, since your character might not for some reason. However, pretending you can't cast spells when you can, or not using attack bonus when you have some, etc., are all examples of the Oberoni Fallacy: rules are okay because they can be houseruled. I disagree with that line of thought.
D&D doesn't have an archetype of a non-magic-using sage.
I disagree. D&D doesn't have a class of a non-magic-using sage. I've seen and used plenty of very knowledgeable sages in my time of playing. And I've seen plenty of it in fiction. I'd like it if the game supported the archetype, which it might even be able to do without a class (though not with any of the current 5e classes being tested, I don't think).
A game which makes scholarly wizards viable as PCs has no design room for a mundane sage - because there is no room to push the scholarly side harder than the wizard builds in question. They are already maximally scholastic!
Then make the dedicated non-magic sages better? Higher bonuses, advantage, rerolls, more Lore skills, etc. (and that's not even touching probably contentious mechanics, like being able to make up your answers, etc.). A lot of sages might have miscellaneous other skills the Wizard may not be as good at, too: social insight, diplomacy, etc.

Needless to say I disagree with your assessment.
I've just given one example - if one of your "3"s is spell-use
That's not what the "3/3/3" is. It's how proficient you are in the three pillars (combat / social / exploration).
then creating an option for a non-spell-using scholar requires watering down the scholarship of spell-using classes.
Again, I disagree with this assessment. You can just buff the sage.

How does the option hurt you? That's what I said I was waiting to hear, and "you'd need to water down the other classes to make room for it" is not something I think it close to being true.
The same thing applies in relation to combat, too. If you make a player who is building a fighter pay resources to get social abilities, that could instead be spent on making the PC a better fighter, you create needless pressure towards all (or, at least, the best) fighters being asocial desperadoes.
No, you could just leave the dial set at it's 3/3/3 default and not be affected. Problem solved?
Whereas, in my view, D&D is best served both in mechanical smoothness of play and in story terms by having the charismatic and sociable fighter be a norm, who does not need to sacrifice fighting ability to get there (again, this is a reiteratin of GreyICE's point above).
Which ignored the optional aspect of it. Ignore the option, play 3/3/3, and problem solved.
Furthermore, as I said in an earlier post, disparities that preclude meaningful participation in a given scene destabilise party play unless various sorts of "stabilising" mechanics are brought in, such as "carry over" bonuses from scene to scene, augments based on thematic/metagame/narrative considerations rather than simulationist/causal ones, etc. And D&Dnext will not have those sorts of mechanics, given the hosing received by the very modest versions of them present in 4e.
I addressed this, too: some people are okay with disparity. If you aren't, ignore the option, and play 3/3/3. Problem solved.
"Meaningful" is, of course, somewhat amorphous in its content - but even my example sages have enough hit points to have a chance of surviving the first blow from an orc's axe. Plus the warlock can Eldritch Blast. The cleric can Searing Light. And the wizard can Charm Person ("Away put your weapons!"), and/or protect him-/herself using Shield.
Right; not exactly non-combat. I get that people may not want to move away from 3/3/3, but I still haven't seen a convincing argument for having the option there (the only real attempt was your "watering down" argument, and I think that there's room to go up, still). As always, play what you like :)

Specialisation and hyper-specialisation are cheap in D&D; and to a certain extent, they have been essential for some classes.
My 5/1/1 is 2 less "points" than the 3/3/3 default. 4/2/2 and 4/3/1 are only 1 less "point", so not as bad.
What's also significant is that specialisation had no Point of Diminishing Returns. Going from +1 to +2 was as easy or difficult as going from +19 to +20. Learning the deepest secrets of a craft was as easy as learning the basics. There's nothing to discourage doing so, even when you could instead be learning something to give more breadth to a character.
This is where I like feats coming in. Some of the best things you can craft might only be attainable with a combination of skill + feats (I have an Inventor feat, for example). It might open up a broad section of stuff, but it still requires investment away from that one more +1 bonus.
If +5 to +10 was a reasonably cheap investment, +11 to +15 was something you would get eventually just from experience, +16 to +20 required as much training/effort as it would take to raise two or three skills form +5 to +10, and the last +21 to +25 was even harder; then you'd give people a reason to go for breadth rather than depth.
Right; I'd rather breadth be more affordable than depth. Specialization should come at a cost, and it should be clear. Overall, thank you for replying. You've got interesting views, and I'm glad I got to read them. As always, play what you like :)
 

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