Provided you actually supported those principles
I supported those principles provided there was sufficient encounter diversity to encourage tactics-switching. There wasn't. Your entire point here is to just group my arguments together and treat them as one, it's nonsense.
Then why did you praise Sawyer's decision to recant his principles in White March, which you described as having "sufficient encounter diversity"? I called you out on it because it's blatant fanboyism. Sawyer's ego is sufficiently inflated without the fucking Codex praising him in an official retrospect.
Except it only works because you use a monster specifically made as an optional encounter to test system knowledge. Are you actually disagreeing with the premise that the "floor" compared to the "ceiling" of character power in 3.5 and Pathfinder are MUCH farther apart compared to Pillars of Eternity? Are you that biased?
Actually, it was you who brought up the "floor" vs. "ceiling" argument. It's quite obvious to me that later editions of Dungeons and Dragons have always had greater build variety, both in power level and in play style. But the criticism I'm addressing is your claim that Dungeons and Dragons is full of "useless assets." Just because an asset isn't optimal, doesn't make it useless. The existence of overpowered builds in Dungeons and Dragons is
in principle no different from the existence of overpowered builds in Pillars of Eternity. The end result is practically the same when applied to CRPGs - in both Baldur's Gate 2 and Pillars of Eternity, you can build characters which can solo the game, while most characters can't. The difference in degrees is what's actually subjective, yet you were trying to act like the higher ceiling in Dungeons and Dragons is an objective flaw.
I worked with afterschool care for young adults from high school until just before getting my master's. I have played Pathfinder and 3.5 with every conceivable type of player. Most people build shit characters at first, characters that are not even functional on a basic level compared to what a competent player can make.
What I don't understand is why you are even trying to refute this point. Most PoE-detractors embrace it and call it a deficiency.
Anecdotal "evidence" isn't actual evidence, and the premise I'm refuting is that the average player doesn't build
useless characters in either game. You have to try very hard to build a character that can't do anything right in Dungeons and Dragons. Either that or you didn't even read the instructions. Thus, the fool proofing provided by Pillars of Eternity's original design was unnecessary, especially since it came at the cost of intuition and depth.
That's just class selection, not build variety within classes.
Classes are a construct. You're just arguing semantics now. Whether a character building system is defined through variety within classes, across classes, or without classes, shouldn't matter to the debate.
Mate, come on. Are you really arguing that building a Fighter in BG and PoE, you have the same attribute diversity? Calling me out on how trivial it is to refute my premises and then using the literally braindead 18-18-18-whatever-whatever-whatever stat line of an IE fighter is obviously complete bias.
And before you cling to the obvious strawman here: no, not all attributes are equally useful in PoE. But in BG the attributes contain no actual choice. You have the wrong way, and you have the right way, and that's it.
You realize that most people multi-classed or dual-classed in Baldur's Gate 2, right? There's certainly a variety of attribute builds across even the same selection of classes, depending on end goal, and the nature of the Dungeons and Dragons character system meant that each and every level was potentially very significant. Thus, when dual-classing or even multi-classing there was a dramatic difference between a build with enough wizard levels to access level 9 spells, and a build that didn't, given the total amount of experience that was expected to be available.
You can laugh all you want, but weapon skills are part of every fighting build in Baldur's Gate 2. It's not just a trivial decision, either. Many builds were based around specific artifacts, just like in White March.
PoE 3.0 has nearly as good if not better itemization than Shadows of Amn.
Many systems without AD&D's problems have that, it's not unique to AD&D.
Many systems without AD&D's problems have that, it's not unique to AD&D.
True, not much to implement when "beeline for first character" is pretty much the only option for most monsters, except casters, which are not at all simple to code, negating your point.
Clicking "OK" to level up is now an actual, bonafide system advantage! This is the length AD&D-fans will go to to defend this dinosaur.
So your argument is: "Advanced Dungeons and Dragons is fucking terrible for video games because ... there are other game systems with the same features! And because ease of implementation and use is not a benefit at all!"
There's no arguing with this. I'm done with this sorry excuse of a retrospect.