It was playable before.
Then I guess it really comes down to what you determine to be 'playable'. I define 'playable' as including enjoyment. I'm not playing D&D to be frustrated and annoyed, therefore your playable is not... playable to me.
It was playable before.
It has nothing to do with what other people in the group are doing or how the DM runs the game. The system itself has an internal mechanic that is fundamentally flawed and requires certain choices to be made in order for the balance to be restored.
what do you mean by optimal? does the fact that I dont take sup weapons or implments 9/10 times and take expertise less then half of my characters count? becuse I can take lots of good feats and still make food characters that can hold there own...or do you mean taking 8 skill training/skill focis feats?This is, of course, assuming you use the basic rules for balancing combats by XP and level. If you balance an encounter using the method recommended for doing so, and you play a character without optimal choices,
um a dagger rouge with no feats...over all 30 levelsyou end up playing a character that doesn't do enough damage,
and this is a big sticking point..so I will skip the argument for this (god knows there are plenty of other threads for the attack thing)or doesn't hit often enough,
BS...totaly tacticle play allows any leader (well maybe not shamn) can do just fine with no buffsor doesn't heal enough,
please tell me this is a joke... what build could possible fail EVERY skill challange...I can see failing 1 of the 3 types (physical, mental, or social) but it is immpossible to have 3 skills at +5 (You know trained) and not have atleast a good chance...or fails at every skill challenge,
and I play heroes that don't optimaize at every turn...and still am a hero.As I said, we are not playing "Peasants & Peons". We're supposed to be playing a game where we are the heroes.
OK, but I can play any weapon useing class, have a 16 in my prime stat (after race) and a 14 in my second stat (after race) and take feats that no optimizer takes...and still meat that metric...soThat means we should be capable of actually succeeding at the challenges presented to us. The success shouldn't be guaranteed but neither should it be next to impossible.
By not optimising a character, you're bringing it in under par and that creates a drag on everyone else. By bringing in an optimised character, you're simply adjusting for the flaws in the system and bringing everything back into balance.
There is an extreme beyond optimisation that goes into min/maxing, but that is another issue entirely.
The funny part is that is the system I am playing (99% raw 4e)The funny thing here that you don't seem to realise is that I'm on your side. I want a system where I DON'T have to choose these options in order to make a balanced character.
I have seen builds with 2 or 3 'dead' feats and still be viable and useful...and NOT A BURDENI would love nothing more than to have a character be able to speak ten languages through feat choices. My argument is that I can't do that without becoming a burden to the rest of the group by not fulfilling my role successfully in encounters, whether they be combat or non-combat.
Then I guess it really comes down to what you determine to be 'playable'. I define 'playable' as including enjoyment. I'm not playing D&D to be frustrated and annoyed, therefore your playable is not... playable to me.
OK, well I ran h1-e3 with only 1 of 6 PCs taking expertise and we had a ball...
I also ran up into the 27th level pre phb2...and have played all tiers with out being frustrated or annoyed
Here's where your point diverges from the norm of the gaming public. Not everyong cares about "mechanically better" feats and if you don't need them, many people don't take them. It's when they feel they need them just to survive and accomplish things where they become a bigger deal.
I'm not sure where you're getting this, or if this is just an outdated impression, but this just isn't the case now. At least on the WotC CharOp forums. The metric is not only damage. CharOp'ers try to figure out how to make an effective character, whether it's to do damage, defend, lead, control, whatever. Just take a look at the handbooks that are floating around those forums. Yes, overall combat effectiveness is more frequently emphasized than other situational effectiveness, but 1) bulk of the rules is devoted to combat, and 2) noncombat effectiveness is often difficult to quantify.
Phew, now I'm relieved!See, I wouldn't call this a flaw with *the* game... I'd call it a flaw with *your* game. If your DM runs a game such that you feel you are forced into these five choices because otherwise you're just screwed when it comes to surviving... then in my opinion your DM needs to take a long, hard look into what he's doing and what he's throwing at you. You in no way should have to take any of these feats, if your DM is running a game meant for everyone at the table to have fun.
You mean like the Seeker Handbook that was never completed because the groupthink just wrote it off?
Or the Swordmage Handbook that's utterly limited in scope and never updated after a few quips about Frost Backlash being the only 3W power you'll get for a while and focusing solely on trying to make a Shielding Swordmage that plays like other defenders?
Or the ubiquitous listing of Expertise/Focus/damage buff in nigh every build?
Need I go on?
I don't know about the Seeker and Swordmage guides, but it's hard to think of why a character of any role wouldn't at least want to consider those feats, so I'd scratch my head if they weren't included. The main arguments are "hitting is usually better than missing" and "'dead' is the most powerful status effect"--what's the refutation of those?Or the ubiquitous listing of Expertise/Focus/damage buff in nigh every build?
The Seeker was written off due to a perceived inability to apply appropriate levels of control, which is hardly the same as a tunnel-vision on the damages.You mean like the Seeker Handbook that was never completed because the groupthink just wrote it off?
Or the Swordmage Handbook that's utterly limited in scope and never updated after a few quips about Frost Backlash being the only 3W power you'll get for a while and focusing solely on trying to make a Shielding Swordmage that plays like other defenders?
Or the ubiquitous listing of Expertise/Focus/damage buff in nigh every build?
Need I go on?