JoeGKushner said:
No, I'm saying that in my experience, multi-classing and freak shows are so... I won't say common, but easy in game mecahnics terms these days, that it's much more common than it previously was, reducing the core strength of the archetype system D&D is built around.
I don't find it to be so.
As your contrast between multi class and point buy suggests, I see some of the same players who have problems with point build have problems with multi-classing, building limp-noodle characters because they don't build for synergy. Things like splitting your levels evenly between non-complimentary classes.
Fortunately, those cases are rare, and usually easier for me as a DM to spot. If I see a fighter 5 / wizard 5 on the character sheet, I know there may be trouble ahead right then. With point build, my search has to go deeper.
But those who do do it commonly usually build to the strengths of the common archtypes.
My main point here is that a player playing the game who is not a master builder can usually build a fairly effective character who contributes to the party by taking one of the core classes. Where there are problems, I've noted them to be with the classes that have more choices (I had a player who took a psychic warrior and built up none of her feat trees... it was a very weak character.)
And I agree that point gen characters are more difficult to effectively build
Well, that's one thing we've got.
But isn't this a major beef against D&D now?
I'd say the "beef" online is amplified severalfold from the "beef" as it exists in the real world. Online, people tend to over-react to things that appear powerful at first glance, that I have never seen be difficult to manage in play.
Taking the wayback machine, I recall running a Fantasy Hero / Ninja Hero game in which the players were in a fantasy Japan. The math weak players wouldn't play with spells at all because it meant touching the power system.
Rolemaster was worse. Even the players who would play mages in the hero game asked me to make characters for them because they didn't get buying skills.
My experiences with D&D have been quite a bit more pleasant. I find the average player is more capable of handling D&D than point build. Indeed, the one subsystem I find gives them the most trouble RESEMBLES point build (being skill points.)
I can see it in Rolemaster but Hero?
See above. Rolemaster is admittedly worse, but I've ran into plenty of players who didn't get the power system in Hero. And too many who did get it tried to abuse it...
But there almost there now. Options in the core book for point buy on stats. Option in the core book for non-random rolled hit points. Skill points per level that you use to buy skills. Options that you can switch and flip out in terms of feat and ability acquisition. It's almost point built just with more limitations no?
Yes.
The limitations are an important aspect, IMO. I am not against point-gen so much as unstructured point-gen. Things like not being able to suck all the points out of your attributes to enable your one super-spell makes structured point gen more sensible.
There's also the fact that you are dealing with just a few choices instead of many niggly points, which makes the system more accessible.