The first problem is that you're assuming that weaker is always the base line when if you read what I've been saying it very clearly is not. The base line is avenge (i.e. balanced) and abilities are made from there. If you know where the average balance lies, you can generally make weaker but interesting without a problem.Absentminded_Wizard wrote:It has to do with the fact that all devs are fallible. And they're working on complex systems of rules. Basically, if you shoot for a given power level, a lot of your stuff will miss it. If, when designing a supplement, you use the most powerful core elements as your baseline, then most of your stuff will be slightly more powerful or slightly less powerful (assuming you're good enough to avoid WotC-like spreads). Some of the stuff might end up in your "slightly inferior but cool" zone.
Now, if you take "slightly inferior but cool" as a baseline for some of your material, the odds are that you won't hit that benchmark. If your error is on the negative side, the resulting class ends up being so underpowered that "coolness" can't save it. The potential for such error is the reason you don't want to intentionally set your baseline that low.
The second problem is that many people seem to have a disconnect that it is impossible to generally 'get it right' when trying to design something, which is ridiculous on many levels.
Your argument isn't that there's anything wrong with have 'weaker but interesting,' it's that you don't trust that someone can do it without screwing up. While I grant that they may be a concern (a fact alluded to it in my first post), it doesn't detract from my point.
This is exactly right.Fuchs wrote:They should aim at what they want to achieve.
You aim for what you want, and your job as a designer is to figure out if you hit the target you or not. If not, you try again before you release the splat/set/whatever. If you can't hit the target reliably or release what you know to be off target, you shouldn't be designing.