Celebrim
Legend
As a game designer, you have to be very careful with 'depth of complexity'. Third edition designers, particularly in the 3.5 era, ignored one of the general rules of game design:
"Do not give new options to already viable archetypes."
Or to put it another way,
"If there is already a good way to do something, don't make a second one."
The problem with 'depth of complexity' as opposed to 'breadth of complexity' is that it usually is trivial complexity. That is, each decision point has a trivial answer. If you add lots of options for supporting a concept, invariably the correct approach is 'double down on my concept'. Consider the impact of having feats, skill tricks, prestige classes, alternative class abilities that all could be tweaked to support a concept. Particularly in cases where that concept was already well supported, doubling and tripling down on the concept created obviously broken characters. In essence, the range of expected values to a trait in a character of a given level got to large, because all those decision points could be - and usually were - used to focus on a single ability.
Power gamers love having multiple paths to the same concept, and then sifting through the paths to find the exact best path through them to the end result. And while that is an engrossing exercise, it's ultimately terrible for an RPG game system to have ways to 'win' like that.
"Do not give new options to already viable archetypes."
Or to put it another way,
"If there is already a good way to do something, don't make a second one."
The problem with 'depth of complexity' as opposed to 'breadth of complexity' is that it usually is trivial complexity. That is, each decision point has a trivial answer. If you add lots of options for supporting a concept, invariably the correct approach is 'double down on my concept'. Consider the impact of having feats, skill tricks, prestige classes, alternative class abilities that all could be tweaked to support a concept. Particularly in cases where that concept was already well supported, doubling and tripling down on the concept created obviously broken characters. In essence, the range of expected values to a trait in a character of a given level got to large, because all those decision points could be - and usually were - used to focus on a single ability.
Power gamers love having multiple paths to the same concept, and then sifting through the paths to find the exact best path through them to the end result. And while that is an engrossing exercise, it's ultimately terrible for an RPG game system to have ways to 'win' like that.