Clavis said:
As a DM and a player, my feeling is that a class & level system like D&D works best when PCs are based are archetypal models. The whole advantage of a class system is that it makes character creation faster, and role assumption easier (because you already know how a thief, wizard, or knight is "supposed" to act). Making skills and feats a core part of the system was the worst move WOTC made, IMHO. That's beacuse the designers took ideas that belong in a point-based system like GURPS, and grafted them onto a class-based system where they don't belong. Consequently, what you get is a system that combine the worst of both worlds - the arbitrariness of a class system, and the slow character creation and game play of a point based system.
There's a funny thing that's been noticed by market researchers regarding customer choice. People say that they want choices, but when you give customers too many choices sales actually go down. The customer gets confused by the plethora of choices, and no matter what they choose, they always feel like they could have done better. Having a few, broadly different choices increases sales and satisfaction, but having too many, very similar choices drives satisfaction way down. It's why when we only had 11 channels of TV, we could always find something to watch, but now that we have 200 cable channels we feel like there's never anything good on.
I deplore the introduction of ideas like "character build" into what was meant to be a game where players assume the role of archetypal characters who have archetypal adventures. Not beacuse there's anything wrong with a detailed, math-heavy game where players can create very mechanically detailed characters. It's because the HERO and GURPS systems already exist, and will always do that kind of game play better than D&D can. D&D should do what D&D was meant to do, and not be held hostage to people who wish they were playing other game systems.
I couldn't disagree more.
Seriously, what are you saying here? "Options frighten me, so I'm glad they are being taken away from everybody else?"
In 3.x if I want to make a nimble swashbuckly rapier wielding character I have a wealth of options, including some or all rogue levels to make use of sneak attack. This is where the system, in it's flexibility, allows me to use a class power, once solely the domain of kidney stabbin' shadow skulkers to instead represent my nimbly stabbing you in the liver instead of some less critical part of your anatomy. Thus portraying the utility of precision instead of brawn.
However from what we know of 4e, that is no longer an option. We are back to the days of arbitrarily declaring that I can strike a critical bit of your anatomy with a rock from 30 ' (If I use a sling, but not if I throw it) but not with a rapier. How, exactly, can this be construed as progress?
(If there is a feat btw that allows me to sneak attack with a rapier, that's fine, options with a cost are fine by me.)
If you dislike having choices, if you want the old days, by all means play 1st ed, or OD&D. I'll even join you for a campaign, but don't try and tell me that options are bad, when I've enjoyed the hell out of 3.x and WotC has been selling 'options books' by the boatload.
And I remember the days of 11 channels, btw. TV sucked then. Today I can almost always find something worth watching on History, or Discovery, or Science, or Animal Planet. Lone gone, and good riddence are the days when the best you could hope for was 'the Brady Bunch'.