Li Shenron said:
Is it really so important that everything is equally powerful and useful in the game?
It really depends on the game. In a game of powergamers, yes. If your character doesn't pull their weight you'll get harassed for making everyone else's character pull part of your weight. In a game of RPers, no. People who are out solely to RP and who could honestly care less about powergaming find that balance is not near as important as concept.
Li Shenron said:
Does it really matter if a feat or is slightly less powerful compared to others, or a spell compared to other spells with the same level?
See above for my response to things like feats, classes, etc. As for spells - here the issue is significantly more sticky. I truly wish that the spell system was designed on a linear model. Say, for example, that there were three categories of damage dealing spells: area effects, rays, and touches. [Plus all the other spells of goodness. I'm not trying to limit things like prestidigitation. I just find that balance is most often called into question when damage is concerned.] What I wish would happen is actually rather complicated, but it would look something like this:
TOUCH SPELLS:
Code:
Level 0 1 2 3 4 5 6 7 8 9
Damage 1d3 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6
Now, I just made that up, so don't get too picky about the progression here. But I figured the touch damage could easily mimic the rogue's sneak attack progression to be balanced. Then, I would say that for each die of damage that you are willing to forfeit you could instead substitue a condition: Ability damage = 2 die, Dazzled = 1 die, Frightened = 2 die, damage is elemntal (fire, cold, etc) = 1 die, etc ... Again, I'm not submitting that list as official, just using it as an example. This way, people could create their own spells and be sure that they were balanced with the original spells made under this system.
You could then make up a similar table that would be used for rays, except that I would probably increse the damage to d8s on account of having to make a more difficult attack roll.
For area effects, I'd like to see a chart made up that balances the size of the area with damage. Thus, if you want a wide spread spell you damage dice would decrease. If you want only a narrow effect, your damage would increase. Of course, your limitations would increase with each level.
My point is that I'd like those guidelines organized and published to ensure spell uniformity.
Li Shenron said:
Are gamers really so obsessed by efficiency that they don't take a sub-par feat or skill if they can take something more powerful?
Again, depends on the game. In a game of powergamers, yes. That's one of the reasons I don't often enjoy playing with powergamers. I've been there - and for me when the emphasis is on "winning" more than "having fun" it is no longer fun for me. I'm not judging, just saying that emphasizing winning and competition among players is not fun for me.
Li Shenron said:
Are you constantly bothering your DM to bump certain sub-par options/combinations up?
No! Never! I mean that seriously. There is enough power creep in the game already.
Li Shenron said:
I was just thinking that in our gaming group everyone always takes something which has little use, such as a couple of feats or skills, sometimes even a level in a second class, without thinking too much about whether it is a powerful choice or not. It doesn't mean we don't look for usefulness and power, just that we're not obsessed by wasting an opportunity. After all, that's what happens to almost everyone in real life too...
Sounds like you have a decent gaming group. Of course nobody expects to hose their own character. But I like playing in a group that doesn't need to be better that the iconic figure of each class every time! Sounds like you've found a group that is comfortable with imperfection as well. Kudos!