But you're not just getting a free attribute boost, you're paying for it with XP. Why would someone automatically assume that XP spent on attributes and the same amount of XP spent on relevant skills and talents is not the same effectiveness? There is no reason to make that assumption right off the bat.
Because in any system in which you your dice pool is skill + attribute if you can't buy one or the other post char creation it becomes obvious that it's important to raise the one that can't be bought post char gen. It's also more than obvious that if we compare stats the guy with the higher stat is more likely to be better than the guy with the lower stat. This is a lesson we learn not only with this game, but pretty much all games we've played in.
That is of course if we're judging effectiveness by using math. I honestly do not want to meet the player who can't make this simple leap of logic.
What are you judging it by, if not the results of the dice?
How much fun I'm having? Whether or not my concept works? How much fun I'm having? Do I succeed at the task I set out to do? How much fun am I having? Whether I can do what my character was built to do? How much fun I'm having? Did I get a purple double bladed lightsabre? How much fun I'm having?
But I don't really take the time to judge if I'm 5% better than someone else in the same party. It honestly doesn't matter. I'm not competing with the other party members. It's a team game afterall. The only time me being 5% better at something than someone is important is if I'm trying to kill their PC. Then that extra 5% matters. But PC killing should be a rarity.
We're talking about a situation where Player A and Player B are making the same choices with characters that were rolled using different methods, and noticing that one character is less effective than the other.
If they were rolled differently why are they assumed to be equal? Also any player who can't see that having an Agility of 2 is going to make him less effective than the guy with Agility of 4 has bigger issues to deal with honestly.
The only way to make two equally effective characters who are equally effective at the same task is to build them the same way. There is no logical reason why building two characters differently shouldn't result in one being more effective than the other. If we aren't comparing them to the same task (which is the only reason why effectiveness should matter) then we are really just wasting our time.
Also, and this is important, it's the GM's job to make sure every PC shines at what they set out to be effective in. Challenges should be scaled based on what the characters can do in their area's of specialty. Not the area of specialty of the other guy.
Edit: In other words the GM should be making sure that even if I didn't mathematically optimize my character I should still be effective at what I built my character to do. The GM should always be scaling things so that the challenges faced work for the characters actually abilities and not some imagined level of perfection.
I can see why. Coming to the EotE board with even the mildest hint of a suggestion that the system may not be perfect seems to warrant nothing but unending hostility and rage.
We never said it was a perfect system. That's never been the argument. The contention is not in the fact that you claim the system isn't perfect. It's in that you are blaming the system for something that is the players and GMs fault.
Edited by Kael