Harg Harfardarssen
Cipher
Its not really about sub-optimal in the sense of being less than min-maxed or sub-optimal in the sense of having a weakness, its about sub-optimal in the sense that there is an objectively best answer to questions of character design. If a longsword is better than other martial weapons, why specialize in the flail?
The toughness feat is kind of an odd example in that it doesn't quite embody this flaw (3 HP is useful, just not useful enough to justify using up a feat), but it illustrates the problems with the thinking very well. Because its a purely number rather than something that affects the mechanics, it could just be increased to make it worth a feat. If Cook thought it wasn't worth a feat and didn't increase the HP given it so it was, then its indicative of a desire to create a "bad" feat for the purpose of rewarding mastery by punishing being a novice.
I'm playing devils advocate a bit here as well - flawed characters can be interesting, so I'm not against creating options that enable this. But my problem is that when the longsword is objectively better than the flail, you have to choose to weaken yourself in order to go outside of a fairly generic vision of a sword-wielding warrior. So it tends to work against the creation of idiosyncratic characters.
The toughness feat is kind of an odd example in that it doesn't quite embody this flaw (3 HP is useful, just not useful enough to justify using up a feat), but it illustrates the problems with the thinking very well. Because its a purely number rather than something that affects the mechanics, it could just be increased to make it worth a feat. If Cook thought it wasn't worth a feat and didn't increase the HP given it so it was, then its indicative of a desire to create a "bad" feat for the purpose of rewarding mastery by punishing being a novice.
On one hand, I agree that the idea of 'system mastery' being desirable is not a great one. It leads to a lot of infuriating people who want nothing more than to munchkin-ize everything and play the perfect character within the system. But at the same time, if those sub-optimal choices are not there at all (and this is just my own opinion, not some sort of great truth of game design) then a system loses some of its depth and luster. To use Monte Cook's own example, just because toughness is never the best feat to take, should I be precluded from taking it at all if I *want* to make a character that is sub-optimal in some ways?
Maybe this is just my P&P background, but I don't derive as much fun from creating the perfect character as I do from creating a (potentially flawed) character concept and running with it. A system in which there is no potential for sub-optimal choices -- intentional or not -- feels like a boring one to me.
I'm playing devils advocate a bit here as well - flawed characters can be interesting, so I'm not against creating options that enable this. But my problem is that when the longsword is objectively better than the flail, you have to choose to weaken yourself in order to go outside of a fairly generic vision of a sword-wielding warrior. So it tends to work against the creation of idiosyncratic characters.