The second parts a lie. It's mechanically optimized because it specializes in a specific kind of playstyle that even if there is no other merit other than being good in a certain line of skills, means we will act according to that plan. If we vote for it, it will become incredibly difficult to not be a gunslinger.I'd like to take a moment to stump for A Flavorful Optimization.
Of the current top plans, it is the most mechanically optimized, and it has very strong, coherent flavor that isn't restrictive. With it, we can play nearly any kind of character, up to our choices, and do so well.
The second parts a lie. It's mechanically optimized because it specializes in a specific kind of playstyle that even if there is no other merit other than being good in a certain line of skills, means we will act according to that plan. If we vote for it, it will become incredibly difficult to not be a gunslinger.
Not really, I'd argue both are equally divergent, if anything A light in the Dark is broader since the central theme is weaker.I mean, in combat, sure. But it also includes social and intellectual skills and can go a bunch of different directions on those...it's significantly more able to go different directions outside of combat than A Light In The Dark.
Not really, I'd argue both are equally divergent, if anything A light in the Dark is broader since the central theme is weaker.
To be clear, I'm voting for the gunslinger, but saying it's broader in directions is, incredibly disingenuous at best.
Alright, I can agree to that in the sense that. The path is simply how they accomplish their objectives and goals, and not what goals and objectives they themselves choose to do. As I'm not an idiot, and it's pretty clear the innkeeper relies on Persuasion far more than the Gunslinger on combat.I think it depends on how you define 'broader', really. The gunsmith option is very narrow in what combat path to pursue, but wide open on what non-combat stuff it can choose to aim for going forward. The innkeeper path is basically the reverse...it starts with no combat at all, so it can go literally any direction with that, but is locked in on a specific set of non-combat skills every bit as much as the gunsmith path is to its combat style.
For me, a broad selection on what path to pursue is much more important in non-combat stuff as opposed to combat, so gunsmith feels like it has more options on how to advance, but that's a subjective distinction, I suppose.
I thought these were only starting stat bonuses. I doubt it locks in any specific path or end-point.