1) Start arguing that AD&D has just as much or more build diversity as PoE
2) Have this assertion refuted based on the honestly obvious evidence to the contrary
3) Suddenly argue that yeah, there's lacking build diversity, but it's actually a strength, not a weakness!
If they say "convoluted", you say "you need handholding faggot?" If they say "no customization" you say "simplicity is beautiful." If they say arbitrary, you say "it works."
Pivot pivot pivot, deny deny deny - above all never concede to a flaw in the immaculate, perfect vision of our Lord and Saviour Gygax.
You people are a cult.
FYI, I stopped replying to you because you have a habit of picking and choosing only the parts of an argument that you can take out of context and "refute," usually through semantic exaggeration, which I might have been patient enough to spend an afternoon counter-pointing back when I was in graduate school, but certainly not today.
So to make it short: build diversity in a game is not determined by the amount of talents you can fold through origami; multi-classing, dual-classing, weapon and spell school specialization are legitimate customization options in Dungeons and Dragons; and most importantly,
way to miss the point about verisimilitude, which was
never about Pillars of Eternity having "too much customization."
And for the record, there are all kinds of flaws, inconsistencies, etc. in the Dungeons and Dragons rule sets, but unlike Pillars of Eternity, the
principles behind their design are solid, insofar as they can be in a class-based game. This is because Dungeons and Dragons didn't set out to solve ideological problems in design, but to create a set of rules for a bunch of basement-dwelling nerds passionate about tactical fantasy roleplaying.
Sawyer's problem is that, throughout the architectural process, he never sat down to think about whether the system he was creating would be
fun, as opposed to
functional. Or perhaps this is a consequence of his German upbringing by which "fun" and "functional" are equivalent; but that'd be too easy of a joke.
The bottom line is, only like-minded people can enjoy like-minded games. Sawyer's entire approach to CRPG design is rooted in a highly theoretic and academic mindset that for many people, is the antithesis of "fun." I'd go one step further and say this: those who don't get "it" by now, likely never will, and by "it," I'm talking about those ingredients that, in classic systems, are not remotely balanced, but which create a feeling of pure joy during play, that is the systemfag equivalent to what a storyfag might call "genius."