"Play in less of the game" is not a value-neutral phrase. And, just look at your exchange with Samwise. It's an argument that the Orc is a bad character in some sense b/c he can't do a variety of things.
I don't really care what value you append to it. What it is is a true phrase. The orc can take an active role in a smaller percentage of the game than the bard. The role he takes when he does take a role is greater than the role the bard usually takes, though not necessarily to a degree sufficient to make up for it, because the bard is a higher tier character. If you think that's fine, then that's fine, and if you don't, then that's also fine. I don't think the orc is a good or bad character. I just think it's a less versatile character, and, in a lot of ways, a less powerful character. If you stick the orc with a bunch of other low tier characters, everyone will be participating about the same amount overall.
My original point, stated clearly I think, was that the Tiers ranking overstated the importance of versatility. If your point is just that it "matters," well, sure. But, that's not a response to what I said at all. I said that the Tiers generally weighted versatility too heavily, not that the weight should be set to 0.
My issue with that claim is that I'm really not sure how versatility is weighted right now. What do you think should move where? Should the barbarian be tier three in your view? Should the factotum become tier four? Because I'd disagree with that movement. Because, as I pointed out earlier, there's a lot of what magic does that impacts combat in ways that the barbarian really can't. Yes, the barbarian also has their niche in combat, but magic does really powerful things, things which care a lot less about what an opponent is doing on defense.
Like TiaC said earlier, if you're concerned with intraparty parity, which is what the Tiers system is emphatically focused on, then the ability to utterly trivialize combat, even without anything else, will really skew that. Hence the criticism.
The tier system is concerned with parity, but that doesn't mean that it's concerned with the general underlying fabric of the game. The system simply asks what level of contribution a character will have over the course of a variety of adventures. If you only have straightforward combat with grounded enemies without magical defenses, then that'll make the tier list less useful for your game.
There's more I could say, but I think this is more straightforward. What does the Tiers system really tell you that you didn't know before? I find a handful of maxims would probably be much more useful, and would eliminate the false implication of precision that the Tiers seem to carry with them. Maxims like the following generally hold true:
- The most versatile and powerful ability in the game is spellcasting. Things that are very similar to spellcasting, such as usage of a variety of magic items which often simply duplicate spells, follow similar logic.
- Action economy is extremely important.
And ... actually that's kind of about it. You could add in one more about how easily a character/build can just end encounters. Going back above, I don't necessarily think 19 ways to end encounters is a much bigger deal than having 2, provided those are all reasonably generally applicable.
I actually had a list of things I got out of the system
here, and there's no crossover between lists. I'd add that the game is really really imbalanced, and it's worth keeping a lookout. Just as a general thing. There's other stuff too, I'd think, especially if you go down to the minutiae, and I've gotta think that, at some maxim density, you'd just be better off with the tier system.
What I think the Tiers system sets out to do is translate some charopp accumulated wisdom to people who are knew to the game/system. That's the thought exercise that I subject it to, and I don't think it really succeeds at that, which is what the ubercharger type of counterexample is meant to illustrate.
Well, it's trying to transfer some. Not all. It's worth note that the ubercharger is a build, rather than a class, and you could just as easily wind up with a barbarian that takes only reasonable feats, and does well in combat without killing everything in one hit. You can't really end up with an actively bad barbarian, because the floor is decently high, but you could end up with a really mediocre one. And, of course, you can wind up with a really really broken wizard, because wizards have some incredibly potent magic that can just lay waste to combats and non-combats alike.
Honestly, with a lot of this stuff, it feels like you're accusing the system of not measuring the thing it's not trying to measure, outside of the system's explicitly stated context of classes, and not incredibly optimized classes either. And, of course, I'd agree, because systems tend not to measure stuff that they're not trying to measure. Because, seriously, barbarians aren't that powerful. They can charge good, but so can a commoner, if you want. Barbarian gets some strong ACF's, but the basic class only really has some reasonable bonuses and a solid chassis. The barbarian being placed low isn't necessarily the tier system ignoring power. It's just not seeing a crazy amount of it. It's not a weak class by any means, but it's not super strong. It's kinda middling. Like, y'know, tier four.
All the rest asks questions about niches and niche protection, which are a fundamentally separate issue from "power," which is what the Tiers system purports to speak to.
The tier system focuses on both, if that wasn't clear.