PL, you are taking every idea of their's you don't like and lumping it together in some incoherent blob to target your rage at. WoF and abstract positioning and the recent loot thread are all based on entirely different principles. It is entirely possible to discuss their position on any one of those things without even touching the others. I'd say it's actually difficult to draw any meaningful common ground between them, actually.
You hate WoF so much you are
jumping at every metaphorical shadow of its existence, and clutching at straws to find hints of it in everything they say.
PL wrote:They really ARE taking the "sometimes people like things they didn't choose!" and using that as a basis to demand that people should never or almost never choose.
I like that you said this, and then we drop to the bottom of your post and read this:
PL wrote:And really if I am staying out of a discussion because the hyperbole is too ridiculous then there is so much hyperbole that it is threatening to collapse the entire universe into a singularity.
I concur. You are obviously not a man afraid to get his hands dirty with a little excessive hyperbole.
Fuchs wrote:This thread was made because Lago and Frank claim that letting people play a character they want to ploay is a bad thing and letting people have the things they want is somehow making them less happy than refusing them those things in favor of having them play the lottery.
No, this thread exists because they claim "giving people certain things when they ask for them will make them unhappy: also, Lago and Frank happen to think those things are X,Y,Z" and now we're arguing about the X,Y,Z. The part where Lago and Frank say, "giving people certain things when they ask for them will make them unhappy" is totally true and you should not be trying to contest that part. What you should be contesting (and really easily can) is just what you said: that denying people a choice of certain character archetypes does not demonstrably make them happier.
But really, the last time I was in the loot thread that wasn't even the debate. The debate was:
Frank/Lago: I think character archetypes that are associated with a particular brand of weapon suck, so we shouldn't build D&D as a game that facillitates that.
Other people: I don't think that thing you think.
Everyone at everyone else: Fuck you. Conversation that goes nowhere for a few pages. No one is swayed, because ultimately neither side can demonstrate any value beyond personal preference. Lots of related side conversations, like "what about magic items as horizontal advancement (that was me! Shameless plug)?", "what about reforging?" blah blah blah.
I'd seen zero evidence to indicate
why this particular choice is one that needs to be limited.
ModelCitizen wrote:Ok, so this is a cynical attempt to trick players into accepting fewer choices. Essentials tried to hide more rigid classes with exactly this kind of meaningless restructuring (more "classes" instead of more builds) and even the fucking 4rries didn't go for it. That should tell you this is a dead end.
That's just terrible. 4e didn't work because it gave zero choices. Everything is the same. The point of this is to give many choices in a specific structure that minimizes the size of each decision. Which is easier to do? "choose 1 of 4 categories: choose 1 of 5 classes in that category" or "choose 1 of 20 classes." And that's not a trick nor a bait or switch. That's called, "should I be a warrior, sneaker, arcane, or divine?" and it's how most people start 3.5's character creation process.
Fuchs wrote:"get all you want in a game" "Get some of what you want in a game" and "You might get something you want if you're lucky in this game"
That's just silly. That doesn't even mean anything. Also, it's wrong: World of Warcraft is "you might get something you want if you're lucky this quest/event/chest," and it's wildly popular and addictive. So no, you probably
don't know which option would have you coming back for more in this wildly generic, meaningless example that wasn't a refutation of anything to begin with.