Arial Black
Adventurer
I like civil disagreements like this. Makes me glad we're not in the "good ol' days" where any sort of opinion difference lead to muskets at dawn.
+1

The point of the game is to play. That's how we enjoy it. No one should be able to tell us how to play it, except the people in the group that are playing it. By barring some of the rulesier elements, we've found a good middle ground.
'To play' may not be the only point of playing. Beyond such ephemerals as 'spending time with your mates', games may offer more specific points. Take CCGs for example. You have to build a deck from your collection of cards, then (separately) play it against someone else's deck. Both things are 'the point' of the game, both require different but related skills, both are fun (though you may prefer one over the other), but being good at deck building really helps your play versus an opponent. Sure, it's possible to play the starter deck straight out of the box and never change it, but if you insist that all players must do this then you're taking half the game away, and that half is enjoyed by most players.
To play D&D, you are first expected to create a character, then to play it. Both things are enjoyable. In 35+ years of role-playing, I must have created 20 unplayed characters for each 1 that I've played. I enjoy it. Some people don't. But half of the game would be lost to me if I were forced to only play pre-gens just because one player couldn't be bothered to make his own.
In 5e, those situations are less likely to happen, but they CAN happen. And having players look at combinations ("Warlock Fighter! Warlock Ranger so I can stack hex and hunter's mark! Warlock X so I can blah blah blah... why do all the good multiclass combos involve warlocks?") can really invalidate others in the group.
BTW, you can't stack hex/hunter's mark because each requires your concentration.
Which illustrates that the DM is required to check these things out. It's work, but that's part of the DM job.
Exactly. This is why you limit the options, so there's less to optimize. Trust me, if you play BECMI, this behaviour goes away REALLY quickly. And strangely, people continue having fun. Who'd have thunk it?
That's why I hated BECMI! I once joined an ongoing game at a club, decided to play an elf (a fighter/mage by default), and since there was already an elf in the party and realising that it takes effort to make two elves (or ANY class in that game) different from one another, I asked her what weapon she was using so that I could make sure to choose different weapons. Her answer? "I don't know what weapon I'm using, but it does 1d8 damage".
Somebody gave me the D&D Rules Cyclopaedia, and then I saw the rules for weapons that basically gave each weapon different stats and abilities as you put more proficiencies into it. That's a great idea, but by the time I got that book, nobody played it and there were better games anyway.
First, I never said anything of the sort. What I did say was that I wanted to limit the amounts of optimization in my game. As the GM, I have the right to steer the game in a direction where I will be having the most fun. I've done that. No one else should be telling me I'm wrong for doing so. I'm not telling other people they're wrong for playing the game their own way.
You're not telling them they're wrong, you're just forbidding them from playing the game 'their own way'! I'm not convinced that this is better!
Second, my own optimizing players are proof against your "fallacy". They can be wonderful gamers. Last session, one of these players spent a good chunk of time arguing for possession of a pair of suede, rhinestone-covered boots. They had no value, and barely fit. But he wanted them. It was a fun time, and no mechanics were involved.
The use of feats/MCing in the game does not prevent arguing over Dolly Parton's boots.
I've seen PLENTY of players who fill up entire journals about their characters... and don't know how attack rolls work. And I've seen power-gamers who couldn't tell you how old their character was, how tall, or even where their character is from... but could tell you exactly what their modifiers were for an off-hand attack on a rainy day.
Me too, actually. Which illustrates that characterisation and optimisation are unrelated, therefore demonstrating the fallacy.
Sure. Sounds like fun. If it were my game, it'd be exactly the same, except the rogue wouldn't be able to tread on the fighter's toes at all. The game would be functionally very similar, just one option would be barred from the players. Not a big deal.
In what way would it be better to prevent the rogue getting that fighter level? How does it negatively impact the fun of anyone else? Banning it would hurt one player but not help anyone.
So... a player wanted to make a choice, and the other people coerced her into another option? That's exactly the sort of thing I hate. She now has options to think about. Not every player wants that. It's good she's having more fun, so that's a plus. But I'd be concerned about players exerting their wills on someone else.
No-one bullied her, they pointed out the option and its effects. She could still have chosen the +2 Str, and I would not have let anyone bully her.
Right. Our concepts are limited by the rules of the game. So if the GM decides to not allow an OPTIONAL rule into his game, it's ultimately not going to affect things one iota.
The nature of the game is that there are limits. Making even more limits does have an effect.
It's my job to let them have fun. They do have fun, because I've set up the game to fit my group. Forcing them to play a game with a bunch of rules so that one or two people in the group have more fun at the expense of everyone else is bad GMing, not good.
So, instead of letting the good players have fun at the expense of the poor players, you're now letting the poor have fun at the expense of the good.
"My PC would be so much cooler if I had 100% control over who and what he becomes". Well, that's not how I run a game. You have a character background, but once he hits the campaign, things are going to happen. He'll be in adventures you won't predict, he'll get ability boosts, curses, and weird diseases. He'll gain strange abilities from that demon curse he got, and that deity he met will let him see in the future, but at great cost. Ultimately, in my games, you DON'T have control over your character's path. Just where he steps and which roads he walks down.
I don't expect control of my environment or the adventure. I do expect to be able to play the (legal) character I want.
Agreed. And luckily, we think all of our characters are cool. And none of them needed an optional rule to get there. Why anyone would think they NEED that optional rule to be cool, I honestly don't understand.
My first 5E character is a good example. When I first read the 5E PHB I was excited that I could finally play a Dex-based swashbuckler right out of the box. So I chose fighter to build toward Battlemaster so I could choose parry/riposte. I wanted to be unarmoured (to match the archtype), chose the Magic Initiate feat at 1st (variant human), chose mage armour, prestidigitation & ray of frost. This meant I could be unarmoured without committing suicide, could look good at all times, and gave me an idea to connect an attack cantrip to match the silver dragon trinket I rolled.
Ideas inform mechanics which then inform more ideas which then suggest more mechanics which then present some ideas....and so on until I'm happy with my character in both characterisation and my ability to execute the kinds of moves I envision my PC doing.
When I get another feat I'll choose Defensive Duelist. It perfectly fits my concept. Why would the game be better if my DM banned it? How would anyone else be hurt if I chose that feat instead of +2 Cha?