So it is perfectly valid, but you prefer the way the druid does it, therefore the druid "must" be better.
It's not that I prefer it. It's just that it seems bigger impact to me.
No, just violating the natural weather, which is likely to destroy the forest long term.
But hey, what's a little eco-disaster if it means making a skill check.
If you weren't supposed to sometimes control the weather, then you wouldn't be given the ability to control the weather.
Strawman - I never mandated any such baseline.
Fair enough. That's just how I read your whole thing about these considerations necessarily being absent optimization. I'm honestly just not sure what not considering optimization at all means.
As opposed to the way you change topics whenever needed?
I don't recall having done that, though I'm sorry if I did.
Once again - which is the complaint.
Thus you validate it.
I guess. I suppose my point is that, while it may be a gap, it's not precisely a mistake. Things don't usually do things they're not meant to do, and, when they do, that's a nice bonus. The tier system wasn't built or intended to consider things at multiple optimization levels, so it doesn't. I feel like we agree on this, and are primarily arguing on the semantics of it.
Prove it.
Well, how could it have? We're necessarily ranking mechanical game objects here. How would one consider the ability of a barbarian to do something that any other character would be able to do, where some of those abilities are actually ones that would be present if you just kept the player and subtracted the character from the game? It just doesn't seem to have anything to do with what's being ranked.
Mine are very much inside the game - gaining circumstance bonuses.
Yes, but they're circumstances derived from the player, rather than from the character. Considering an example from earlier, let's say you have that situation where your party is trying to get hired. The barbarian's player says, "We should play up my competence to convince this person to hire us." Everyone agrees on that course of action, and they get a bonus. But, consider a that same scenario, except now the former player is a weird party adviser. Said adviser tells the party to play up the competence of the party wizard to convince the employer. Again it works, and the party still gets that bonus. Thus, in this situation, it's the player outside the game, rather than the character inside the game, granting the bonus.
Trickier is not impossible. You've contradicted your absolute declaration already.
Not necessarily. One can theoretically measure the value of a particular amount of inventiveness on a player's part without that measurement being relevant to the core thing you're seeking to understand, which is the power level of various classes.
So then . . . I'm right, but you continue to declare I'm wrong.
I think you were wrong, before, when you were discussing the barbarian examples and the ramifications of that. I'm not sure if you were wrong about optimization potential, because the meaning of that term and what it's meant to indicate about the system as a whole is unclear. I think you're right that these are gaps in the system, and important ones. I don't know what scale of difference these gaps make, but depending on that claimed scale I may either agree or disagree.
I'd be happy to find constructive ways to fill those holes.
Except of course you refuse to countenance any such discussion, insisting such is not even worthy of discussion.
Kinda, sorta, makes it hard to get to the constructive part when you do that.
To be honest, I think each of us interpreted the other as having positions they didn't have. I think some of these are real holes, but may, depending on the specifics of your position, disagree with you about the impact those holes have on the integrity of the tier system.
If that were true, nobody would ever complain about it.
And if it doesn't have the depth it could and should have, then you are agreeing it is far close to true.
What I mean by that is that the gaps usually represent about 0-1 tiers of difference from reality, with a rare occasion where there are 2 tiers of difference. The overall structure of the tier system thus remains pretty similar with adjustments. A lot of the adaptations to the tier system are less gap filling and more out and out addendums to it. For example, a measurement of class difficulty wouldn't necessarily alter the tier list at all. It's just something you could put under the tier list, as a separate and also important tool.