One thing I've always maintained about balancing house rules or published rules is that if it is an obviously good choice that is clearly better than anything else, then it's broken and needs to be nerfed.
Yet, I'm finding more and more that in the character builder, there are MANY obvious choices for pretty much every build. It's almost as if the designers have purposefully said, "Ok, let's look at this build and make it uber!"
On the flip side, there are also a lot of builds that seem to be 'left out in the cold' so to speak. This almost directly seems to be the counter-result of other builds getting so much love.
So I'm left wondering whether or not my rule still applies. On the one hand, the builds left out in the cold to fend for themselves in the lonely harsh wilderness of optimisation-land, are obviously inferior and few people would play them other than for roleplaying reasons. And even then, roleplaying reasons can be applied to better builds just as easily. Yet at the same time, the synergies that most classes get with feats and powers and class mechanics seem clearly intended to work that way from the start and are a lot of fun because of it.
What's the solution?
Yet, I'm finding more and more that in the character builder, there are MANY obvious choices for pretty much every build. It's almost as if the designers have purposefully said, "Ok, let's look at this build and make it uber!"
On the flip side, there are also a lot of builds that seem to be 'left out in the cold' so to speak. This almost directly seems to be the counter-result of other builds getting so much love.
So I'm left wondering whether or not my rule still applies. On the one hand, the builds left out in the cold to fend for themselves in the lonely harsh wilderness of optimisation-land, are obviously inferior and few people would play them other than for roleplaying reasons. And even then, roleplaying reasons can be applied to better builds just as easily. Yet at the same time, the synergies that most classes get with feats and powers and class mechanics seem clearly intended to work that way from the start and are a lot of fun because of it.
What's the solution?