Bad builds are definitely a problem.
First, building doesn't really test any skill - at least one build, the most important one, is generally done without any clue, unless you happen to already know the system and at least general tone from somewhere else or unless the choices to make are trivial.
You did not think this through, did you? The whole skill test in any RPG or cRPGs lies in understanding how to make effective builds, understanding the mechanics, creating interesting combos, managing resources, etc. Ignoring this amounts to ignore the first thing about cRPGs.
Ignoring only the first part does not, however. And not in its entirety either - understanding how given build translates into the gameplay is still very much in, just without the "poorly" answer.
Moreso, build - both initial and level-ups - is only minuscule fraction of gameplay, so if it's supposed to be *the* core part of your gameplay you have a shit game that mostly plays itself. If that's your definition of a good RPG, I'll pass.
Finally, my point still stands:
In general there are two kinds of ways player can lose - one where a hypothetical ideal player that never gets carried away by butthurt exclaims "Gah! I'm such a moron!" and the one where he nevertheless says "This is such a bullshit". The former relies on player having a way to make the informed right decision, the latter is, well, bullshit, requiring either meta-knowledge or pure luck.
The latter is, obviously, indicative of bad design - losing should be a consequence of player error and player error implies that player could and should have done it right, player should be able to track loss of a game back to a mistake on his part and by mistake I emphatically mean not a good decision according to the best of player's knowledge at the time.
But, since there is nothing before chargen and necessary knowledge about further challenges is generally not available before level ups, any sort of build failures and thus build difficulty is necessarily bullshit, unless it's illusory and relies on the obvious which makes it equally pointless, if maybe not as harmful. You simply can't construct meaningful build challenge (as in "do it right way or suffer") - it's all either bullshit or trivial and superfluous - in a class system if a class X needs an attribute Y to be at least Z to work properly, then requiring player to put it in the right range is superfluous - they've already declared it by choosing their class.
There is a reason for that. Stats and skill are abstract representations that set the boundaries and possibilities of role-playing.
And game designer's job is to make the boundaries of roleplaying and boundaries of actual gameplay match as closely as possible. Otherwise he's both being wasteful and bullshitting the player.
There is no point allowing failing builds.
You could just as well have said that there is no point in allowing players to take damage or die.
If you don't see the difference here, perhaps it is YOU who didn't think this through?
At the point when you can take damage and die, you are already IN the game, hooked to the feedback loop. The game gives you information, you tell it what you do based on this information, the game modifies its state accordingly and the cycle continues. It's game's job to give you enough information to make the right decision (in particular the decision might be where and how to seek additional information you need). If the game doesn't give you enough information you get pointless and frustrating trial-and-error also known as learn-by-dying. But since there is no feedback loop during chargen, any life or death decisions you make in it are either superfluous or learn-by-dying.
cRPGs are games. Games are attempts to surpass challenges.
And since there is no way for a game to legitimately pose a challenge during chargen, chargen is not a game - simple.
Wanting to be allowed to make a mechanically unsuitable character makes as much sense as wanting to play PS:T as a shapely elven princess - neither fits the game as designed, neither makes any sense in the context and neither has any job being in the game.
Letting players neglect particular stats makes perfect sense because it is a responsibility of the player, not of the developer, to master the system in order to role-play.
And since during chargen there has not been a system for player to master yet, it is dumb to expect it.
Also player's responsibility does not involve having to tell the game the same thing repeatedly in different ways. If I want to make a wizard and wizard in your world require intelligence to function, it's not my job to also say I want to make a smart guy. I have already said that by stating that I want to play a wizard - if you make me say it twice, you've made shit job designing the interface between me and the mechanics.
Without bad builds you don’t have good builds, because bad builds are only bad in comparison to the good ones.
Without bad builds you have just the good ones. I don't need a gradation of build quality discoverable only by trial and error, neither do I need a trivial one.
Neither "guess the right build", "pick the right build based on meta-knowledge" nor "pick a build that's not obviously retarded" add anything of worth to a game.
Without bad choices and mistakes you don’t have the possibility of learning how to make right choices. Without less useful choices you don’t have more useful choices. And so forth. The only thing you manage by removing all the bad choices is providing a bland experience of a system that you don’t need to understand in order to beat challenges that are inexistent.
What a nice strawman have you set up. Wanting to remove forced trial-and-error isn't the same as wanting to remove all ability to play badly or make a bad choices. Player needs ability to make bad choices and often mechanics itself has no way of judging whether a choice is good or bad without letting it happen. The thing is player needs to be able to make
informed bad choices - that doesn't mean being told explicitly that they are about to fuck up, but the information must be out there, reachable by the player and player must have at least enough information to be able to start a search for more.
Meanwhile chargen doesn't tell player enough to make an informed choice and not being a complex, dynamic system it also makes it easy to delineate and remove bad choices
a priori - as opposed to, for example possibility of plumetting to your death (a no brainer bad choice) being a natural consequence to being able to jump or drop from ledges or destroy objects that can be walked on.
Learning how to make a good build is a not a trivial problem that should be ignored, it is one of the main elements that a good cRPG should attempt to provide. Any intelligent cRPG player will look forward to understand the complexities of the system, this is not a problem to him. It is only a problem to players that don’t like cRPGs.
Learning how to make a specific good build doing some specific thing is an interesting problem (though necessarily not on the first playthrough), so is learning how to play your build properly (from the very start). That's how you learn and explore complexities of a system. Having to have played the game in order to start playing the game is fucked up and ass-backwards.
Somewhat less glaringly so in an iron-man games, because unless the player is perfect or the difficulty nonexistant chances are an informed mistake will kill the player far sooner than a fucked up build would, and by the time they make any progress they will know how to make a good build, but it's still wasteful.
Of course, you can! See how to roleplay a dumb character in Fallout 2. Besides, you are assuming a definition of intelligence that it is not uncontroversial. What is intelligence? Abstract reasoning? Capacity to master symbols?
I'd settle for solving problems.
And the more complex the gameplay is, the more this relies on player's own intelligence and ability perform a large number of basic actions to achieve desired outcome.
The more interactive, involved and actually interesting is your gameplay, the more hopeless are any attempts to force stupid character to behave stupidly. The choice is therefore between a shit RPG that does a passable job enforcing an intelligence attribute, a good one without such attribute at all and and inconsistent one where you can talk like a moron but fight like a master tactician.
If it's just dumb(ish) dialogue you want, make an 'eloquence' attribute, magical abilities? - add a 'magic aptitude' one, but a generalized intelligence score is just hopeless. To determine if player is doing something smarter than their character's intelligence score would allow you need to be at least as smart as the player. Computers are not.
I know people with mental disabilities who can do what most regular people do, including driving, marrying, etc.
...solving difficult problems, devising complex tactics allowing them to beat overwhelming odds, surviving pissing off nefarious figures of power by thwarting their plots and saving worlds against apocalyptic threats.
Well, that makes no sense. Most heroic stories involve dumb regular dudes against evil characters, who in general have more intelligence, are more sophisticated, etc. Dumb vs sophisticated, strength vs smarts, pure vs corrupt, good vs evil. 9 out of 10 narratives of acts of heroism demands more courage and strength than intelligence.
What heroic stories? Modern kwanzanian ones?
Original Greek and other assorted heroes were dirty munchkins at least as cunning as they were physically fit, and their deeds frequently involved doing clever things to tackle challenges they couldn't approach head-on.
Courage is important but it's hard to model in a game, as player will readily jump onto any suicidal quest, and winning just due being able to hit your arch-nemesis HARDER makes for both a shitty narrative and an equally shitty gameplay - rolling a bigger stat block over a smaller one is just not going to be terribly interesting, end of story.
Interesting heroic stories are made by protagonist doing something unexpected yet effective - this requires intelligence to figure it out first.
Instead of removing a fundamental stat, I think it would be better to remove the dumb player who can’t make a decent wizard. Without dumb players, you don’t have to worry about protagonists making dumb choices. It would be awesome.
You'd only have to worry about dumb protagonists consistently making smart ones - much improvement.
OTOH smart players playing smart protagonists and dumb players playing dumb protagonists that soon become dead protagonist seems like the obvious way to go.
If you can't hope to fence intelligence in and would end up with an excessively dull ungame if you could (especially if TB as it only leaves player's intelligence to take any part in their gameplay skill), then embrace player's intelligence as character's and problem solved.
What happens in most cases is that players that were spoiled by Bioware demand that real cRPGs should give them absolute power to realize their whims.
Let them drink whine.
But every developer impose their visions of the world. It is foolish to think otherwise.
No, I mean it's letting, nay, forcing the *player* to impose their vision on the world (which should be evident from the rest of the sentence, really
). If you force the player to pick just the hammer that simply means you have made everything into nails.
If you have problems with some items being unconditionally superior/inferior, then you're either not describing them with enough variables or are doing a complete botch job using those variables in actual gameplay.
Shit-tier items automatically have following important advantages:
They are easily obtained.
They are easily replaced (see above).
They are easily maintained (repaired if possible, see above otherwise).
Agreed and this shows how wrong Sawyer is.
Not just Sawyer, sadly. If your guiding principle is inducing item-fever, you can't make meaningful use of those traits either, especially taking account for the stupid power curve item-fever entails.
No, they are two different topics. One thing is providing skills that can’t be used in most cases. Another one is to make bad builds because you don’t understand how the mechanics work, with good skills or not.
And focusing on shit skills leads to shit builds.
Unexpectedly bad choices are bad design no matter where they are involved.