hogarth wrote:The Vow of Poverty feat is pretty crappy and useless, but that doesn't make it any different than the other nine hundred and ninety-nine thousand, nine hundred and ninety-nine crappy, useless feats out there.
Many feats or variants try to give an advantage, or at least an alternative way of playing. A crappy advantage, but an advantage.
I mean: the sensei gives you bardic's powers instead of monk's powers. The variant is crappy, because you should play a bard instead, but at least the author tried to provide a new character's concept with some strengths and some weakness, some kind a Wis-bard with mass-buff without spells.
The authors of the WoP, the separatist or the holy gun didn't even try: they have just written some random things on a paper, without any thinking about existing options, playability, etc. And then SKR says "oh, it work exactly as intended: it is the hard mode, while Ice tomb provide the easy mode. And for less clarity in the rules, we didn't explain it, you have to figure it by yourself".
K wrote:I mean, design of any kind is going to involve weak ideas because few things are going to be perfectly balanced the first time you write them, but you really can say "yeh, after player reports it does seem that this is weak. Here is an option to fix the problem now that I see it."
+1
I mean, even if you don't fix the problem (because you try to limit the size of errata), you can recognize that there is a problem and that your job as a game designer is to avoid this kind of problems, or explain why you don't think there is a problem ("the option is balanced if you take it in conjunction with this, this and this..."). Jason Bulhman often does the latter (he explains why he thinks an option is balanced).
The worst thing to do is to create unbalanced option in purpose. In what purpose? Huh, because, err, you feel this option shouldn't be balanced, because, err, that's not the right way to play the game, but, err, we created an option nonetheless... That's what SKR does, and that's awful game design.