Interesting opinions!
Seems I have to clarify a few things, though.
(1) I am not unhappy. Not at all. I just am baffled about the opinion that BGTSCC is said to have no difficult environment, opposed to my own experience.
But again, I am not unhappy. It's a lot of fun to play here, to RP with the various PCs, to slowly accumulate wealth and get a reputation as the merchant I am, to develop relationships etc.
I am absolutely fine with the fact that I cannot go to Hell alone or single-handedly kill Chaos.
I just wonder why I'm told that I do not have a problem with a difficult environment here.
Because the environment is very much difficult here and requires powerbuilds in my opinion, at least/especially in the epic areas.
Four powerbuilds guarding a "weakling" will be possible, perhaps - although Shea experienced the opposite, twice

- but a group of such "weaklings" that are not optimized towards mechanical power will usually not be able to survive the high-end content.
Also: If it is not necessary to have powerbuilds and if BGTSCC is really that easy to play at I wonder why there are so many topics in the "character building" subforum that deal with that exact goal "how to make my character stronger mechanically?" I very much doubt that all these players - and those that recommend this or that build - are just powergamers by heart. In most cases they are just playing here for quite some time and know that you should not compromise your mechanical power in favour of RP flavour, if you want to see high-end content and survive. Exceptions like bards ("you cannot screw a bard if you are not trying very hard"

) are exactly that - rare exceptions.
Most characters need to be planned very carefully in advance: race, stats, feats, skills - even alignment!
(In my PnP system I approach "what kind of character would I like to play?" and assemble a "starting build" then. From the first session onwards the RP dictates which skills, stats, feats etc this character will get, his experiences dictate the mechanics.
(The term "build" is very much giving away that D&D is less of an RPG and more of a strategical tabletop, by the way - but that's not at all BGTSCC's fault, of course.

)
At BGTSCC I have to plan what I would like to be like at level 30 - and then lay out painfully bureaucratic how to start and exactly when I get which feat, stat, skill point etc to become what I want.
The slightest mistake at level 1 can screw the whole build plan completely.
But enough of that, I'm derailing my own thread.
(2) When I wrote "casters" in the OP I meant (and should have written) "buffers and gishes". I'm well aware of the problems of offensive casters (with the notable exception of warlocks and Song-of-requiem-bards).
(3) I wonder how bad I worded the opening post - I definitely didn't mean to say "I want to solo all content without problems".
Infact I prefer being in a group.
It's just hard as a rogue that doesn't define as a damage dealer first (oh how I love all those WoW terms

) but as a scout or perhaps even a face/negotiator.
Most PCs have at least 1 point of open locks, it seems. If not you can bash them. (Most of them.) No thief type needed.
For disabling traps you need no rogue either - why wait five seconds for the thief to get rid of a trap if you can just buff and waltz over it? Again, no thief needed.
Scouting? I cannot remember when I last encountered a group of PCs that actually explored an area carefully. Outside a DM event, that is.
And since there is no need to have social skills at all here - again, outside of DM events -
the "negotiator" part is not valuable either.
So my char probably doesn't add much to most groups around - the AB/damage is way too low and all other advantages are (almost) completely irrelevant. "Almost" because Sheas haggling talent comes in handy now and then - but outside of adventures, of course.
Sounds like complaining that Shea is not fun to play, right?
Not at all meant like that. I just want to show that BGTSCC does - while there have been some initiatives towards that goal - still not really an environment where a group is needed (or even favourable).
All you need is a mechanically strong PC.
If there were way more areas where you need plenty of different skills that won't be available to one single PC, for example, the whole "we want to encourage group RP/adventuring" would be backed up a lot more.
Dungeons that have magically locked doors (which only a rogue can open) and passages that have been blocked by heavy rocks (that can be overcome by a high STR char only) and magical traps (which you need spellcraft to even notice and perhaps certain spells to dispatch) and almost invincible undead that can be turned by a cleric, though . . .
. . . okay, I'll stop dreaming. This is still an online game and not a PnP campaign, prepared by a DM for 4-5 player characters.
Sapper Woody wrote:However, playing a pure monk for a while, I felt invincible. Once I got my regeneration cloak, I was doing content solo that my wizard couldn't do until several levels later, and even then he needed someone to tank for him.
Very much that. With my monk I started soloing Wyverns at level 13 (!), if I had gotten some equipment earlier (namely a couple potions) I could have started even earlier (11, probably).
Sapper Woody wrote:So, in retrospect, I guess I'm actually saying that the server caters to UMD.
Indeed, whatever you play, you need all the magic and spells you can get.
But well . . . it's D&D. High Fantasy, nothing to do with reality and all that.
