Crazy Jerome
First Post
Char ops, anti-char ops is not the only agenda in play here. I'm kind of middle of the road on that one, and see things pushed to extremes on each side.
My "extreme" position, if you want to call it that, is that one of the original 4E design goals of things more or less working the way they say on the tin, is increasingy and unavoidably damaged by the way feats are currently handled.
Such a design extends beyond the mere avoiding of player traps. It also has the much more positive aspect of players who are not terribly mechanically savvy being able to get a character close to what they want without having to think about the mechanics very deeply. I've got a lot of players like this, and I want them to make their own choices, with minimal input from me. They won't do that if the build mechanics get too involved (with the threshold here, of course, being something different for every group).
I achieve this result by sticking to PHB 1 and 2, almost entirely, banning all expertise feats, and adjusting encounters accordingly. That way, I know they can pick the things that sound interesting to them, and the questions I get will be easy.
Tonight, after we finished, the warden wanted to pick out her 9th level daily. She was having a hard time picking between three powers because she like them all. She would have been ok with any of them, and if she had a favorite, I'd have never said anything. But she ask for help. So I said, "this one is mostly about hitting better, that one is mostly about slugging it out and taking it, and that last one is mostly about movement. Which one do you feel is most lacking right now? Go with that, and if you don't like it later, you can change it." I had to have some mechanical analysis to give her that statement, but she didn't need anything but a very shallow analysis to make a good decision for her.
Of course, I also know she is only going to play this character in the campaign I'm running. So I can adjust to what they take--as long as some of the characters don't suddenly get to min/max or too special snowflake that can't hit the broad side of a barn. How much variance you are willing to tolerate between min/max and snowflake, determines how much variance you'll appreciate on these kind of questions. I'm fairly low variance. My ideal system would be that the min/max choice and the flavor choice were mostly identical--the things that realized your character concept flavor were also the best way to achieve the concept mechanics.
My "extreme" position, if you want to call it that, is that one of the original 4E design goals of things more or less working the way they say on the tin, is increasingy and unavoidably damaged by the way feats are currently handled.
Such a design extends beyond the mere avoiding of player traps. It also has the much more positive aspect of players who are not terribly mechanically savvy being able to get a character close to what they want without having to think about the mechanics very deeply. I've got a lot of players like this, and I want them to make their own choices, with minimal input from me. They won't do that if the build mechanics get too involved (with the threshold here, of course, being something different for every group).
I achieve this result by sticking to PHB 1 and 2, almost entirely, banning all expertise feats, and adjusting encounters accordingly. That way, I know they can pick the things that sound interesting to them, and the questions I get will be easy.
Tonight, after we finished, the warden wanted to pick out her 9th level daily. She was having a hard time picking between three powers because she like them all. She would have been ok with any of them, and if she had a favorite, I'd have never said anything. But she ask for help. So I said, "this one is mostly about hitting better, that one is mostly about slugging it out and taking it, and that last one is mostly about movement. Which one do you feel is most lacking right now? Go with that, and if you don't like it later, you can change it." I had to have some mechanical analysis to give her that statement, but she didn't need anything but a very shallow analysis to make a good decision for her.
Of course, I also know she is only going to play this character in the campaign I'm running. So I can adjust to what they take--as long as some of the characters don't suddenly get to min/max or too special snowflake that can't hit the broad side of a barn. How much variance you are willing to tolerate between min/max and snowflake, determines how much variance you'll appreciate on these kind of questions. I'm fairly low variance. My ideal system would be that the min/max choice and the flavor choice were mostly identical--the things that realized your character concept flavor were also the best way to achieve the concept mechanics.