So poeple are talking bad bout 3.5 but honestly I never had any problem with it. I miss alot of the mechanica options. like [MENTION=6779196]Charlaquin[/MENTION] said, I don't consider powergaming or min/maxing a bad thing and perhaps more importantly I don't consider them in conflict against good role playing and story telling. It seems like their is a lot of effort to steer away from mechanical flexibility to prevent power gaming but highly limit building characters to fit story narrative. If you doubt this … look at the latest number of players choosing to play warlocks versus previous editions. Warlocks, are a prime choice for players how seek mechanic diversity because the get a class, sub-class, pact, invocations, and spell selections. That's the most mechanical diversity of any class in the game.... and so it popularity is only climbing. Its way easier to build the character to fit your narrative as a warlock so it has appeal to min/maxers, power gamers, and story players that don't want to be forced to take extra features that done fit the image of the character concept the want to play. Its not because they are building the most "optimal" character every time but because is mechanically a better fit to specific goals.
I am currently playing a Warlock, who is the scout for our party. No, its not an "optimal" build, but its an mechanically interesting build and while "interior" as a scout to the Rogue scout sub-class... My Human variant Pact of the Tome, The old one Patrons, warlock street urchin who was "infected" after being kidnapped of a road while trying to get work and experimented on by a cult of vecna, with alert feat, prodigy feat (survival and expertise perception), devil's sight, guidance / shocking grasp / mending from Pact of the tome. Its fun. I could have been a pact of the chain and sent my invisible familiar but I wanted to place myself in danger being involved physically in the search, so I use the of the old one telepathy pass information to my party 30ft behind me.. Far enough to give them some protection but close enough that they "need" to follow me in as I scout. I could have taken Message with pact of the tome but I wanted them 30ft because I wanted the buffer but I didn't want to play scouting by myself. I am not great at my party job but I am better than my other party members so they are happy with it and since I risk myself so even with failure they don't complain. I am not a perfect min/maxer taking less optimal choices because of how I want to interact with my group, I am not a power gamer as I am the "night watch" I help in battles but really our tanky Paladin leader really holds the group together in combat while I typically try and support from a corner when the fight starts, we have a daytime scout monk who can hold his own if we get ambushed.
We are primarily a story group but I really enjoy having supporting mechanical structure.
Mechanical complexity and versatile options is not bad for supporting min/maxers or power gamers. Those things are only an issue
when groups promote conflicting goals. For example, A controlling story GM gets angry when a power gamer kills a NPC the GM wants to survive because he has a story narrative he wants regardless player actions. ...Or... two power gamers fighting because they are in a unfriendly highest DPR battle,
...Or...
when a story player wants to hold the game up playing out every stop at store or enemy conflict with 4 hours of role play exhibition where the rest of the party was done talking long ago and want to move along.
Conflict can come from story players or GMs disregarding the party and performing story exhibition negating or ignoring the rest of the parties contributions and choices, powergamers or GMs can cause issues by trivializing combat with autokills by making making other player choices irrelevant (note that I listed GMs here, because unbeatable enemies for the "sake of story" are the exact same thing as players who one shot bosses intended for the whole group...looking at you paladins), or from min/maxers with quadruple expertise in every thing or GMs that use autofail tasks based on player statements instead of characters stats (Player: "Can my character search the room?" GM: "Sure, I am going to need you to describe in perfect detail how you as a person would search the room that only exists in my head, if you "look" where I imagine the item is you will auto succeed, if not you will auto fail. Player: "But I don't know where to look can I just roll my characters stats... I mean that's what they are for right?" GM: "No, your stats are too high. If I do that you never fail at anything because min/maxed to a point that none of your rolls can possibly reasonably fail")
3 simple rules for happy play.
- Role Play: GMs ensure players have free agency to actually try things you didn't plan and succeed and Player ensure your not running the group without consent or holding them back when the want to move along or blocking the GM from moving along (GMs are players too in this case).
- Mechanically: GMs ensure that encounters are beatable without min/maxing or players will have too, and players leave room for failure or the GM is going to force higher difficulties and auto fail events so that the story doesn't become the boring "tell of how your great at everything" story with no challenge that is actually a challenge and your GM is board as hell.
- Story: GMs make sure your players are part of the story your are making, so your not just dictating a story to them where you mention their characters by name once in a while because rolls don't matter when you have "decided" its not just about characters roleplaying the scene their character backgrounds and other player additions you approve should be part of the story so their characters are part of the world not just witnesses to events and players don't try and rebel against your GM by deliberately trying to derail many hours of hard GM work because your annoyed at how something went or because this part of the story is not about your character. It your going to change directions next session try and give the GM a heads up so they prepare or even let them "guide you" through some prepared material some times because ...seriously spending 2 weeks making a dungeon to have players show up an decide to turn around and walk out ...SUCKS...
But rule number one... If you have a problem, try talking about it outside the game instead of blaming the GM, player, style, or design. Almost, all of the real issues I have seen resolved were fixed way from the table because in the moment everyone wants to just keep going and even if it wipes the group you can usually come up with a new understanding and time jump back or start a new campaign having solved the issue or mitigated it somehow.