Showing posts with label whinging. Show all posts
Showing posts with label whinging. Show all posts

Monday, May 5, 2014

Yes, Video Games are Art. There. I said it.

This is a common question that's come up over and over: Are Video Games Art? If so, what makes them thus? And so on, and so forth. Typically, the argument is divided by people who don't care for games saying, "No! They're silly kids' entertainment, and cannot be Art!" and people who like games saying something that sounds a lot like, "well, I like them, so they must be Art!" and people who like games, but want to be snooty about it saying, "well, what is Art anyway? And some are Art, and some are not," et al.

But what we're actually talking about here, at a fundamental level is legitimacy: should games be taken seriously as a medium and a format, or not?

And yes, I am using Art with a capital A, because it _is_ to be high-falutin' here. Or some junk. And because I am unable to avoid pretension or fulmination, because I am not as awesome as Shieldhaven. But I digress.

First, we have to separate Art from value judgement. That is to say: whether or not you like something has nothing to do with it's status as Art. There's plenty of bad Art. But the fact remains that movies, books, music, and visual art are all Art, and video games combine these elements with interactivity... thus, Art. But there's another reason too... the economics, the production, and the marketing of video games are all consistent with those for Art of various media.

I shall explain.

Monday, August 26, 2013

Oh ya, Ouya.

So, I haz an Ouya! I've actually had it for a while, but only got to turn it on once before we were caught up in moving and other boring, life-ly stuff. Now that stuff is more settled, here's my general impressions of the system.

I want to like it, you see, I really want to like it. But every time I turn it on, it's one hassle after another... the controller won't connect, the wireless won't connect, there's only 6GB of space... I don't think I've seen an android phone with that little space. And the games I like so far are all a gig or so in size, which is just too bad.

Speaking of games, it's a little like any indie website with a bunch of homebrewed games, except you have to download them on to your sad, tiny hard-drive, and the external storage hasn't had the kinks worked out yet. Either way, I'll be very happy when I can, say, hook up external storage and get it to work without having to look up a bunch of tutorials online.

So far, of the games I've played, I'm enjoying 'Rose', 'Dub Wars' and 'Final Fantasy III' the best, as the latter is much more fun on a console than on my DS. 'Rose' is a point and click puzzle adventure which is dark and creepy, and by far the biggest game on my oyua, at 2.5GB or so. Ugh. Which is a shame, as it's my favorite.

'Dub Wars' is a pretty neat Galaga-ish game, where the music controls your weapon systems and you fly around avoiding bad guys with your ship while trying to hit them with whatever weapons you happen to have at the moment. But the music is very good, and has helped make some progress in getting Shieldhaven to appreciate Dubstep. :D

I've also played "Pinball Arcade", but can't recommend it for the Ouya, as the controller triggers are too sticky and laggy to be good flippers. Also, I've already purchased most of the tables I want for the ipad-- which has considerably more space-- and have no desire to pay for them again to play on a less responsive platform. Which is really sad, as I like the big screen, but eh.

Either way, I still believe in what they're doing and want to give their SDK a spin at some point, so I'm holding out hope for improvements down the line.

And that's the news from the indy console front.


Monday, January 30, 2012

If I Were a CEO #2: 5th Edition D&D and the Two State Solution.

Or D&D Next, as some are calling it. Yes, it's what everyone is writing about these days. What will it do, what will it have rules-wise, why is Monty Cook working on it, OMFG. So I'm going to avoid that right now, and as I have done in the past, delve into the business side of things, at least, from my own limited perspective. Keep in mind, that as with all blogging, this is an Op-ed piece.

First of all, I was disappointed, if unsurprised, to learn that D&D was going to a 5th edition anyway, or at least, just doing a 5th edition. As I mentioned in the previous post, linked above, I don't think that adding another player to the edition wars is going to solve anything. The players who felt alienated when 3.x was abandoned for 4th pretty much either went to Pathfinder, or kept playing with the older material, and were lost as customers. They're not likely to come back in any lasting way for 5th. Also, the 4th ed base, who spent a lot of energy supporting that edition, splintered when Essentials came out, and will splinter further for this one, especially if it renegs on some of the best things about 4e (Economy of Actions, I am looking at you). While a Middle Way, which I think they're trying to do here, might be desirable, it is more likely that it will simply create more strife, because it means that 4e (which has been pretty much dumped for Essentials) and Essentials will no longer be supported at all.

A pause while those who are so inclined cheer over one or both of these things. Schadenfreude out of your system? Good. Let's continue.

As Shieldhaven will say at length, I am not a huge fan of 3.x, or Pathfinder (though I have just agreed to play a Pathfinder game. Another story for another post), because of various issues many of which I describe here (and which are actually worse than I describe, in fact). That said, every edition has both its problems, and its die-hard fans. The correct-- if perhaps difficult from a design manpower standpoint-- option?

The Two (or Three) State Solution: Support All Editions.

No, I mean it. WotC should take a clue from White Wolf, re-release all the material that they've got license to as e-texts, and offer Print on Demand. Potentially offer rules tweaks, new modules, and new content on a limited basis, primarily in an electronic format. And WotC can do this very, very easily. How?

The DDI character creator was the shit. I don't mean the online version, I mean the downloadable version that used to have all the updates. Making this a comprehensive and multi-edition database would be a product worth paying for. And how.

But I talked about all of this in the post that I linked above.

Now, while I know good and well that going back to supporting and providing content for 3.x won't, say, bring back those who defected to Pathfinder and are super happy with it. BUT it will be a more comfortable fit, and potentially get people back into generating sanctioned content for it, and allowing for more comfort with new additions, variations, and the like, as they can be secure that Their One True Edition will still be cared for. Continuing to support 4e and Essentials just means that they fail to lose people who invested in caring about those new rulesets, particularly those who are Less Than Enthused about the design stylings of Monty Cook, and what that means for future rulesets.

Also, the one New Book that I suggest for all editions is a DMG 2, much like was done in 4e. I cannot stress the importance of Show Me in how to run specific mechanics within a story.

Bring Back the Open Gaming License

Or at least, create a more wide-open licensing scheme by which people can offer home-brewed content, or small-press content at a nominal fee. This is more a point of Shieldhaven's than mine, but a huge problem with 4e, including DDI Char. Builder, is how hard it is to houserule, or for independent content reactors to actually generate compatible content. This is super good for the company in that it helps generate and spread interest; every interesting module someone makes potentially gets someone else to _also_ buy the core content.


Make it Clear

For my final point, it's less about the way the rules are (though that's important), but about how the information is presented. The biggest problem of all D&D editions up to this point is that the information in the rulebooks is explained so badly, and there's so much cruft, that finding anything is really very problematic. If the staff here spent some of their money on doing organization work on the books of the previous editions, this would go a _long_ way, I feel, to cleaning up some of the problems with them, by making things clear, and actually fixing legitimate errors and conflicts.

To sum up, I have a real problem with the idea that the best way to deal with the problems in the game(s) is to release a new ruleset every few years. I think that it's more a better way to just hemorrhage players, and drive everyone to either sticking with their old products, or going to games like Pathfinder, D20, or others. That's money left on the table, and it makes me super sad that WotC is not really looking into what these people actually want, and supporting that. I fear that they will wind up wasting a lot of time and money on an effective bust.

Thursday, December 8, 2011

Arkham City's Social Implications: the Bad, the Good, and the Lazy.

So, Shieldhaven is on the New Game Plus of Arkham City, which is, really, a good enough game to go ahead and play through a second time on, "OH FUCK WE'RE ALL GOING TO BE MURDERED OVER AND OVER BY MOOKS DEAR GOD WHY!?" difficulty. I mean it. It's everything good about, say, Prototype and everything good about Arkham Asylum rockin' it together in a bad-ass package where you even get to play Catwoman!

Which doesn't mean that Well-deserved criticism is not well-deserved.

But I don't really want to talk about the details of how the egregiously gross attitudes of the thugs in Arkham City are wrong, though I'm going to. What I want is to talk about one of the defenses that I keep seeing pop up for this kind of thing. Basically:

"It's not sexism, it's just lazy writing. Which means it's disappointing, but not really malicious."

I also want to talk about the social issues deal that Arkham City does do right, but we'll see if I have enough brain for that.

Thursday, June 30, 2011

Session Roundup #16

Two weeks out of date, alas! But with good reason-- Shieldhaven and I were out of the country for a weekend, and friends getting married on a tropical island do take precedence. Not that there's been much to report, game-wise... I've gotten to disc 2 of Shadow Hearts, and Haven and I, with the help of one of his co-workers, Spirofin, managed to make it to the 3rd tier of depth in Spiral Knights. Which is a ride we are not even a little bit tall enough for. Time to work up to that 5-star gear, which will require a profound investment of time, money, or both. Which is a difference in philosophy between Haven and I-- he will Never Ever Pay Real Money For a nominally Free To Play Game, while I will apply Arcade Logic: that is to say, I am having a good enough time that I would totally feed quarters into this if I were in an arcade, so dropping 10 bucks on energy to craft faster doesn't bug me. I want to write about micro-transaction models and De Biz more, but... well. Time. We'll see.

Thank goodness it's not pinball. My Biggest Weakness!

Also, there was Arcana Evolved the weekend before last, a short session. We spent the first half-hour or so of the game addressing the question of whether we'd be charged, and how much, for using the Library of Eradnos (sp?), to which we'd finally made it last session. The answer was that they'd accept payment in trade, which, luckily, people who weren't Basel took care of, because I think they have Magisters to do... well, pretty much everything she can do.

We didn't have time to trigger the fight with the Rune Reaver before Haven and I had to leave for the Eclipse One Day, though we came up with some pretty nifty plans to fight it (three cheers for access to seventh level spells, and the Dragon Template!), so we spent the rest of the time chatting with the Rune Angel who had come to help us fight it. There was some discussion of whether or not she'd give us info as to the plot macguffin that brought us together, which boiled down to... well, sort of but not really. Self-directed... stuff isn't really the point of this game, though. It's more... well, here's the stuff that is happening, and we can react to it or not, mostly through where we decide to go. That said, helping to defeat this Rune Reaver thing is pretty cool, while I'm still at a loss as to the whole spreading cold and what we can do about it. Though we've apparently done some! Which is good! Stupid ice devils.

Which brings me to the Eclipse One Day! That was pretty darn excellent, all told. They rented Safety Wolf; a paintball facility in Conyers, GA. It used to be a cheap-o hotel, and now is a creepy, multi-room, no air-conditioning hellhole that was the perfect place to take down a horrible terrorist and yes. Of particular note were some utility boxes they set up, where mucking with them with a number of skills, including Security Counter measures, Energy-tech, and the like produced different results, and combined with info from a computer that the hackers had to get into. It was _awesome_. And there was much fighty. There had been a conversation earlier that day about how NPCs didn't use guns often enough; yeah, that was definitely not the case here. So many guns! The only thing that would have made it better would have been the lights flickering, instead of just being turned off.

Also, kneepads. I am wearing kneepads to every event from now on. My knees love me so much for it. And I need to get gel-pads for my boots. So badly.

These are my hands, my knees!
Spacepunk Samurai Knees.


No Mage tonight, as there is too much writing to do-- this post being one thing, and much belated Website Updates for Dust to Dust. And Culture Packets. And, if I can manage it, any of the other posts I want to do. Meh.

Friday, March 18, 2011

Not-Roundup #2

So, you'll note that this is rather late, and for that I'm quite sorry. Anyway, last week was pretty much all videogames all the time, mostly Shadow Hearts: Covenant and Rock Band 3. I have to say, the third iteration of the game is so far my favorite, mostly for band customization. Also, Paradise By The Dashboard Light, by Meatloaf, is fucking epic for singing.

Tomorrow will be the AE game, which means that there will be actual Roundup content next week. In the interim, I've got Dungeon Rooms to design, and DtD writing to do.

Salve!

Friday, January 7, 2011

You're gonna hear electric music/Solid Walls of Sound.

Deck of Many Things returns this week to discuss a spell. This spell can be found in Monty Cook's Arcana Evolved game. It is called Wall of Sound, and the fucker is broken as hell.

(*Note* there is apparently errata which makes it less broken, but I'll deal with that at the end of this post.)

So, about the circumstances under which I employed this spell for the first time in the campaign. I was playing my Magister, Basel (11th level at the time), who was frustrated with the limited nature of her 6th level spell options. She had memorised Vitrification, Shaped Strike, and Wall of Sound for the day-- nevemind that we were in a field of crystal and fighting crystal monsters, so Vitrification was fair useless. A little bit about these crystal monsters, by the by:

1) They had spell resistance.
2) They were immune to fire and cold (so much for shaped strike, which is a fire spell).
3) They were resistant to Electric Energy (which is one of my energy templates).
4) They could refract damage spells so that they bounced in a random direction, potentially hitting me or my allies (so much for most of my damage-- considering the changes of hitting either of the Large-Size Giants in the party, or the hit-point shy Faen, or the Human who is pretty much the main tank... yeah).
5) ...They were vulnerable to Sonic Energy.

So, after trapping one of them in stasis for a round with Dreaded Freeze, This Rabbit goes and looks up Wall of Sound. According to the original printing, the spell has the following attributes:

1) Simple (which means almost anyone can cast it)
2) Spell Resistance: No (later fixed in the Errata, but that may not matter, depending on what is being resisted.)
3) covers a number of 5X5 squares up to your spell level. (Mine at the time was 13, having cast a Heightened Greater Enhanced Magical Flow)
4) Is not bound by gravity, and need not be vertical.
5) Can be made in about any shape you want.
6) has hit points equal to 50 X your spell level.
7) deals Sonic damage equal to 1 X spell level at 20 feet away, and I forget how many d4 of damage (1d4 X spell level with a limit?) at 10 feet away. Half damage on a fort save at 10 feet, no damage on a fort save (I think) at 20.
8) has a duration of 10 rounds per level.

Sounded fantastic to me, esp as we were fighting 10 foot tall crystal critters. My first thought was to create a ceiling of sound over the one fighting my companions, but could not do so in a way that would not hit my allies. So Bo, the Winter Witch, came up with another suggestion.

"Hey Basel, why don't you box the one you Froze in the Wall?"

Well, why didn't I? I could put the wall entirely around the dude, and I could place it at such a height that crawling under it or jumping over it were both problematic, and so that, even if it did get out, it was going to take stupid damage first. Beating on the Wall, at 650 Hp, wasn't really going to do it much good either. So that's what I did. The crystal tenatacle thing (did I mention the tentacles? Yeah. Crystal Effing Tentacles. WOULD I MAKE THIS UP?) shook to death in a handful of rounds, by which time we'd murdered the hell out of his friend.

At which point, Bo very sensibly says something like,

"Yeah, just wait till that's used on us."

Hm, a valid point. The general rule of AE is that anything we can do, the NPCs can do better. And this spell, used with a bare minimum of creativity, is pretty much a Win Button.

Now, it is 6th level, and it is apparently subject to spell resistance, but I'm going to have to look up exactly how that works to see if that just means you don't take damage from it, or if you ignore the wall entirely. Because if it's the former, then that still means dude is trapped in what is basically a force wall with 650 hit points.

Still not hot, particularly if you have angry bow-fighters and magisters ringed around you, and you have any exposed bits at all. Otherwise... well, you're stuck in a box that will let the party get away long before it fades off of you. Suck.

The best ways out of this situation, assuming there's no ceiling on it, is to be able to fly, or maybe to dispel magic, so far as I can see. Otherwise, I think I'll be avoiding using this spell overmuch, as believe it or not, I am not a big fan of The Win Button. I like there to be more than one Right Answer possible in the main of situations.

Ask me about 4e Artificers and Magic Weapon sometime, when you've got a few hours.

Monday, September 20, 2010

Are We Having Fun Yet?: The Mirror of Life Trapping.

After the last session of my game, it occurred to me that there were a few things that had happened that I don't think I could have pulled off in my other gaming groups. I am going to see if I can phrase this without giving away any of the things my party did not figure out, as they could still do some stuff in this room. But nu.

Lemme 'splain.

Basically, in one of the rooms there is a mirror of life trapping which, in order for there to be any real intrest or immediacy to the adventure, requires that one of the PCs fall into it, whereupon they are stuck in a small black room with no doors, and only one window-- to the room where they just were, where they can see and hear their party members, but cannot interact with them. Generally, they can't do anything now but wait until the party rescues them. This could potentially go very badly as more members of the party get trapped, which, after the first one, releases one random creature that had been previously trapped in the mirror.

If you are a gamer like my usual team, you are probably thinking, "Oh man, if that happened to my pc, I'd be so pissed off! I might walk out of the session. Sitting there trapped with nothing to do is not my idea of a good time. That would hugely suck. I feel so lame."

And you'd have a valid point. I have gotten hugely upset myself in the AE game upon falling unconcious, when, since I was all but out of spells, waking me up while the combat was going on would have been a serious waste of party time. That's right, I'm sitting there with nothing to do because, the way combat is structured, to do so would be sapping valuable rounds in which damage could be done, because there's no way to heal and do damage on a single turn, and AE doesn't really (as far as I know) have dedicated healers, unless, say, you went hardcore mage on nothing but the Positive Energy Template. But I digress. Being locked out of the action is no fun, and I can't deny that.

Nonethless, the players I have run through this have all really liked it (in the interest of full disclosure, the second time, I trapped a player who was going to be missing the session), and I am going through this here in part to try to suss out why, and also to justify why I thought this was a good idea in the first place. Anyway, here's the skinny on what justifications I can think of for why this might not just innately suck:

1) the puzzle /is/ avoidable.

The first two times, run in 2e and in 3.5e, you had a dex check to avoid looking in the mirror, and a will save if you did look. When I ran it just now in 4e, I had skill checks to avoid looking (with a bonus after the first party member got trapped, since they knew what it did), and the mirror made a +10 vs. Will attack (yes, against 1st level characters-- not looking is supposed to be the best way to avoid this) if you did look into it. After the first person got trapped, most of the party had no trouble keeping their eyes averted-- the Rogue kept covering it and uncovering it as they tried to get the Avenger out, flubbed one roll, and wound up getting caught also. Fortunately, by that time, they had figured out the keywords, and had no trouble getting the Avenger out. The Rogue... well, that's another story.

That said, if the whole party manages to avoid looking, you're fine. Also, when the party enters the room, I made a random roll to determine which of the 3 mirrors in the room (a heavily modified Mirror of Mental Prowess and a non-4e style Mirror of Opposition) is uncovered; the other two have cloths covering them. Which is a mixed blessing, as poking at the covered mirror may well get you trapped, when you don't know what's under there. But there are ways, such as utilizing the mirror of Mental Prowess, to figure out what is going on with the mirror and even solve the puzzle of it without a party member getting trapped-- if say, the party decides they want to free the other things that are trapped in the mirror.

Which brings us to...

2) There are multiple ways to solve the puzzle.

The first two times I ran this, the players solved it pretty much the same way, which was not even close to the way the 4e party solved it. Using the mirror of Mental Prowess (which worked kind of like an Infocom game in that you had to phrase things in very specific ways to get the results you wanted, but asking enough questions or even regular conversation where the mirror could 'hear' would eventually get you clues to help you out), the party figured out the passcodes to the Lifetrapping Mirror, and only wound up acidentally freeing one thing that was trapped beforehand-- and that one was friendly. There was another way they could have done it-- finding some other living thing (or the creature they'd released, an Orium Dragon Wyrmling) and forcing it to look in the mirror in hopes of releasing the party members randomly, and that option got discussed. Also, if they'd come up with something really neat, I'd probably have let that work. Actually-- well, here.

Because of a number of factors, one of which was that the Rogue was the one who had solved the puzzle of getting the passcodes in the first place, and had tricked the mirror of Mental Prowess into believing she was its master, I allowed the Rogue to make a skill check from inside the mirror to free herself. Doing so was narratively the right choice-- it served the drama of the scene, as for reasons of her own, the rogue bluffed the party into believing that they had actually freed her. One person made their insight roll and is now suspicious, which adds interest to the role play. On the other hand, I can't really claim that this choice was anything but DM Fiat, which topic ought to be another post entirely. But my thought, basically, is that in this case the players trust me enough to realise that if I see them not having fun with this, I am going to do my damdest to make sure they start having fun again as soon as possible. Also--(very tiny invocation of) rule of cool, which in this case is more, Rule-Of-Your-DM-Is-a-Narrativist. Which is yet another future post topic.

That said, I am curious about opinions as to whether this kind of thing is really too risky to run much-- I mean, overdoing the, "oh no, now you're trapped in something and have to be rescued" is no good, but on the other hand, dangers that aren't death seem like a kind of neat thing. Does it fall into the realm of, "This is Not Okay, and you should only do this if you want at least one PC to have a miserable session," "Naw, this puzzle is cool! Do it moar!" or "Well... run right, I guess this might be okay sometimes in moderation," as far as things that might actually ruin a game.

I suppose that part of the reason that I am wondering is because this is not a question I'd even ask myself in 3.x or earlier. I'd say, to any player that whined about it, "don't lawyer me, suck it up and deal. "Having played more 4e-- and just more, with more power-type gamers-- I worry about mechanics screwing things up a lot more, as I like the players knowing how the world works and how to use the tools they have to fix problems-- hence, my love of skill challenges. I've been very fortunate in having players that enjoyed 'stuck in a box' rp-- and man, the poor Avenger has been running foul of every trap in the dungeon, coz she doesn't like to check things out before she messes with them. Whoops. Anyway, I can't help worrying if this sort of puzzle is actually a Douchebag DM Trick(tm) that's squeaked by because I have players who have the patience for it and don't know better, or if it's really all right, and I've provided enough outs.

Anyway, tis something I am thinking about right now.

Also, I will add that this is something you should NEVER do in say, a LARP. Taking agency away from characters when they do not have the option to, you know, go get a snack or go to the bathroom or make snarky commentary around the table, and they have to be in character is a recipe for lameness all around. Also, your resources are very limited, so back up plans to salvage the situation are probably going to look even dumber. But LARP mechanics and Tabletop mechanics are two very, very different things. Well, obviously.

Yes, this is a reference to something that happened at Eclipse this weekend, though not to me. Still, it was a thing which reminded me that I wanted to make this post in the first place.

B's Game tomorrow, gaming schedule-wise. Delicious 12th level assassin antics.

Fun for all.

Wednesday, September 15, 2010

Now you're gaming with power.

(This entry is reposted from my livejournal, and so can be viewed in its original form here. Enjoy!)

So one morning the Rabbit woke from uneasy dreams to find that she had become a giant power gamer. Unlike Mr. Samsa, however, she is not of the opinion that power gaming-- and here I am speaking specifically of tabletop gaming, and more specifically of D&D 4e-- is not the vile cockroach of play, incompatible with Good, Proper RP. In 4e, it's actually very much the opposite, that I have found. And I further have come to suggest a theory, which has a lot to do with why, I think, that 4e turns some players so completely off.

Okay, so things 4e does badly-- there are three of them that spring immediately to mind, and they are all character creation.

The first is materials. The books-- except for the setting books-- are confusing collections of powers laid out in such a way that you always suspect you're missing something. And you are. There's a ton of unreleased-as-yet info, Dragon Magazine Articles and the like that might do Just That Thing you're looking for, once you've realised what that is (getting to that.) What you really want are a bunch of setting books (so good!) and DDI Character Builder. Hopefully someone has told you that, or else you'll find that you've shelled out a lot of money for something that is not going to be much use if you've, say, just been invited to a game and need to put together a character real quick. Which brings me to the second problem.

That 'real quick'. Yeah, not so much, especially if you're never looked at this stuff before, character creation is the most confusing and slow process in the whole game. This is a problem when you (I wish I could find [info]theferrett's post on the topic) are looking at D&D as a product-- they lose a lot of customers right when said customer try to start to think about building their first character, especially if they've played a lot of previous editions. 4e expects you to be, at least stat-wise, a min maxer. Seriously-- unless this is going to be a no combat at all game (and why would they do that? Combat is /fun/ in this edition!) For the love of Moradin, max out your attack stat! And match your race to your class, not the other way around (3rd problem, getting to that). Seriously, being effective in combat is /awesome/, and the combat is seriously cinematic and beautiful when you can. This is most apparent when you're looking at a Grappling Fighter-- so yeah, in our Chessenta game, B's Grappler frigging-- and this is no-shit built in-- grabbed a wyrmling dragon by its tail and slammed it into the wall. For decent damage. And thus moved it where /we/ wanted it-- or rather, away from where we did not want it to be. This is not something I have ever seen done well previously, and that's kinda sad. Artificers send tiny constructs whizzing through the aid to aid their friends and befuddle their enemies. Invokers summon flaming angels down to do their will, Druids shift smoothly from wolf to humanoid and back again, Assassins slip in and out of their enemies shadows and don't even get me started on a well executed teleport.

None of which matters if you just can't bloody hit-- and this here is my theory-- the game's monsters are base-statted in such a way that /they/ are certainly optimized. If your party is not, you have a serious problem. A DM running the monsters flat and at recommended numbers will wind up tearing through their party and not knowing why-- conversely, a DM whose players /have/ optimized, looking at the monsters available for the levelled encounters (and the recommended monster party makeups, et al) and thinking they need to be nerfed a bit-- such a DM is going to wonder why the hell the party keeps cleaning up the encounters in a couple minutes. This is before we even get into the sexy beasts that are fantastic terrain and traps.

So okay, problem number 3. I hear a lot of worry from people that 4e, considering the Powers mode of play for combat, is too mechanical and doesn't give enough room for RP. Nothing is further from the truth-- except in one area, also at character creation. That is, you've really got to choose class first, then race. You /want/ to match your skill bonuses with your class's preferred stats, and more specifically, your build's preferred stats. Then you want to make sure that all of your attack stat bonuses are decent. They try to make class your primary role play outlet, and that is true, but that's also a bit counter-intuitive, and I can definitely understand feeling limited. But this has been true in all editions, if you think about it, and more so when there were stat /minuses/ for certain races too. I mean, I once played a multi-classed Gnomish Ranger-Mage back in 2e-- technically, so against the rules it's not funny. Now, you /can/ pick whatever you want, there are no limits per-se. But for the reasons mentioned above, picking race against stats will be very sad for you when you realise that you just can't hit anything, and if you're a Leader, you're not healing as much as you /could/ be if only you had picked That Other Race... and if you had your heart set on being a tank, but you also wanted to be pretty much anything for which Strength isn't a main stat, you're spending feats on making up that deficit, or you're playing a battlemind. Now, I am ignoring the builds, which do have some solutions for this, but once again, we're talking about people new to the system, who are thinking about making their first character, and right now are in the process of being brutally overwhelmed. My first 4e character a Gnome Cleric in an online game, and I didn't understand, at the time, that I didn't /have/ to use a weapon. If I had realised that I could be implement only, my power choices would probably have been much better. Fortunately, there were 2 paladins in the party, and a /lot/ of players, so I didn't have to worry about much-- which was good, coz I couldn't hit anything for shit. Mostly, I was running off of good will and a lot of effects that still did what I wanted most on a miss. My next character was a little better-- Tiefling Artificer at least has Int as a bonus stat, which is the most important thing. Cha isn't helping me out any, but Con and Wis are /good enough/. Ballast handles herself pretty well, but the DM allows her to not get targeted a lot of the time-- and he has that bloody god-awful Storm Sorcerer to worry about if he is wanting to try to squish a squishy caster. Now, I understand that Essentials, when it comes out, may have some solutions for that. We'll see when it happens.

But anyway, so you want to play a race that's sub optimal for your class. there's a couple of choices here.

a) suck it up and pick a class based on the race you want to play. This is okay, but problematic if you already have the roles that work for your preferred race covered. Mostly, you don't want to play in a party without a Leader. THAT IS BAD. Or a party with all Leaders. Yes, even if one is a Warlord. Don't please make rabbits cry. Also don't get her started on All The Controllers ever. Seriously, I am so tempted to find a defender or leader multiclass for my psion.

b) suck it up and pick a race based on your class, min maxing all the day long. You might play something you'd never considered and wind up liking it! I got both my Revenant Assassin and my Wilden Shaman that way, and honestly, I really like those. The only trouble with the Shaman is, from an RP perspective, it's kind of hard to get into the mindset of a giant plant with an affinity for astral bears. I keep wanting to play her like Swamp Thing, and sort of hulking around silently. But it is definitely different.

c) Go gimped. And if you have the party support, aren't afraid to learn the hard way, and have a DM who will let you respec liberally, there's not really anything wrong with that. But go in knowing that this might not be the easiest deal for you, and don't be afraid to talk the situation over with your DM, if you're just not having fun.

Interestingly, the reason that I say you might not have much fun being gimped isn't actually a selfish, "wow, I am not as cool as everyone else and don't look badass," thing. It's more a, "I could really be helping my party members with this stuff, but I just can't make it work! And I find that I am being a burden/draining resources (esp healing) that are very limited, and pulling things down. Woah! Not cool!"

At least, this was my problem.