I'm guessing internal consistency is not really one of your goals.
Since I can't give you anymore XP, I have to make a post to say: pwned!

I'm guessing internal consistency is not really one of your goals.
Now, in my opinion, it is just bad design for an RPG if more often than not, it allows one group of players to criticize another group of players because of the choices they make during character creation or advancement. To me, RPGs should be about sitting down and just having a fun time with friends or family, not worrying whether or not characters are good enough to be played at the table.
This isn't to say that all groups do this, I'm sure most probably don't, but it happens often enough, that it seems to be an issue.
Unfortunately it looks as if you've run out of original ideas for contributing to the discussion, and instead, devolved into the stereotypical "it's time to try and twist his own words against him to win the argument on the internet" scenario.I'm guessing internal consistency is not really one of your goals.
tl:dr - Less optimized PCs can provide the DM with more opportunity for unplanned encounters, role-play and whatever else than optimized characters do.
Since I can't give you anymore XP, I have to make a post to say: pwned!![]()
I'm guessing internal consistency is not really one of your goals.
It's not a game design fault. A game design flaw would be not being flexible enough to have this problem. I don't know any version of AD&D that hand held people.
I'm not so sure about this.
Adventuring parties were at one time groups of competent individuals who banded together for mutual benefit. Fighting men, clerics, magic users, & thieves all had different things they were good at. The fighting man excelled at combat. At range or up close, this was the go to guy for violence.
Enter, weapon specialization. Suddenly the fighter was considered really good only with whatever weapon got a specialization bonus. A fighter that had double spec. in the longsword was suddenly useless in ranged combat despite not losing any abilities in that area (aside from possibly being non-proficient of course).
Now you could have fighters who specialized in ranged and melee in the same party. If the adventure featured lots of close quarters battle in tight caves the bow specialist got to sulk and play Robin to the melee fighter's Batman. During wilderness encounters where engagements might begin hundreds of yards apart the bow specialist would shine and the melee fighter got to feel barely adequate.
Eventually this kind of specialization became available to all classes and character types. These days an adventuring party more closely resembles a colony of highly specialized insects. Each drone has thier own thing at which they excel. The divide between the one narrow aspect of expertise and anything else is so huge so as to make attempting actions outside the chosen aspect mathematically laughable.
A character has become a member of a team of one trick ponies. This is combined by an ever increasing sense of player entitlement. After all, if the rules support building a (insert specialization here) monster then why shouldn't a player expect to use that ability to full potential in most if not all situations?
This design concept and implementation sucks donkey balls.
1. The meaning of specialization implies that there is some detriment to specializing as the opposite of specialization is generalist.
2. Allowing players to specialize does not mean they have to specialize. Those that do should expect to be weak in other areas. Balance doesn't go away because someone is better at one thing.
3. This is not an example of a game design flaw. A game design flaw would be to allow players to specialize their characters, and still allow those characters to be good at everything else.
Now depending on what you think good game design is, we may be at odds, but I find good game design forces players to make choices for their characters and be ok with not being the star of the show all the time if they make a choice to be a superstar in one area.
Thanks,
KB
Again I agree with the theory but as we have seen, actual game design does not adhere to these ideals. Anything that would deprive a PC of superstardom such as not having access to specific toys that provide the best bonuses have been branded as wrong by the tyranny of fun.
Also, challenges have been sliding toward being geared for specialists. If the assumption is that specialization is the norm and the difficulty of the tasks consider this to be the case, what place does a generalist have?
Limitations and restrictions have been tossed aside specifically so that specialists can do thier thing all the time. The design supports this and at the same time makes being a generalist a pointless pursuit.