ishy wrote:deaddmwalking wrote:More options means more power.
Not necessarily. For example, if in a 3.5 game you can choose between playing a wizard/cleric/druid and then you get the option to play a monk as well, the more options means more power does not hold true.
Or you know, spells that allow you to build a gish type character instead of ones that make you win encounters.
For spells, it largely does. Since you can 'build' your spell-suite each day based on your expected encounters, you can tailor yourself to more challenges if you have more options.
If you could choose to be a cleric, a druid, a wizard
or a monk every day, having monk as an option does make you more powerful. In the rare instance that you are facing challenges that a monk is better at, you'd have that option.
In the case of spells and the cleric spell list, specifically, adding additional spells doesn't even have an opportunity cost as far as 'spells known'. If a Sorcerer takes
sand tracking as a spell, choosing a bad option actually reduced their power of a 'core-only' sorcerer with good spell selections. But having 'sand tracking' in the game as something they can learn (or better yet, purchase a scroll of), they've increased their potential utility in a niche fashion - but is still an increase in general utility/power.