There are things that are worthless-- that provide no value. There are also things that are worse than worthless-- things that provide negative value. I have found that people sometimes confuse the latter for the former, which can carry potentially dire consequences.
One simple example of this is in fencing. I once fenced with an opponent who put a bit of an unnecessary twirl on his blade when recovering from each parry. After our bout, one of the spectators pointed out that there wasn't any point to the twirls and that my opponent would improve by simply not doing them anymore. My opponent claimed that, even if the twirls were unnecessary, at worst they were merely an aesthetic preference that was useless but not actually harmful.
However, the observer explained that any unnecessary movement is harmful in fencing, because it spends time and energy that could be put to better use-- even if that use is just recovering a split second faster! [1]
During our bout, I indeed scored at least one touch because my opponent's twirling recovery was slower than a less flashy standard movement. That touch could well be the difference between victory and defeat; in a real sword fight, it could be the difference between life and death.
This isn't, of course, to say that everything unnecessary is damaging. There are many things that we can simply be indifferent towards. If I am about to go and fence a bout, the color of the shirt that I wear under my jacket is of no concern to me-- but if I had spent significant time before the bout debating over what shirt to wear instead of training, it would become a damaging detail rather than a meaningless one.
In other words, the real damage is dealt when something is not only unnecessary, but consumes resources that could instead be used for productive tasks. We see this relatively easily when it comes to matters of money, but when it comes to wastes of time and effort, many fail to make the inductive leap.
[1] Miyamoto Musashi agrees:
The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy's cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him. More than anything, you must be thinking of carrying your movement through to cutting him. You must thoroughly research this.
I don't know which system specifically you are employing, but in most games, D&D included, there's indeed a tradeoff between diplomacy and combat (indeed, between most things). For example, if you want to kill the most things with a sword, then Str is your main stat, and Cha is your dump stat. If you choose to put points into Cha, you can still be effective in combat, but you will never be as effective as someone who put all his points into Str.
Even if you roll a Sorcerer or something, who is a Cha-based class, you still have a limited selection of Skills and Feats. Every point that you put into Diplomacy means one less point that you could've put into UMD, Spellcraft, or Knowledge: Arcana. And every point you put into Cha still means one less point toward Int or Wis, both of which are useful for a spy. Every time you memorize "Detect Thoughts", you are losing another spell slot that you could've used for "Summon Monster II".
If your gaming system allows you to be effective at everything at the same time, then I withdraw my objection, but IMO such a system removes too much challenge from the game, thus making it boring. Of course, that's just my opinion, it's not my place to tell you what to play or how to play it.
D&D. (3.5 for the games I usually run, Pathfinder as a secondary diversion, which I also refer to as "D&D"; it's close enough for the moniker to be accurate.)
Sure, that's all true. What I meant was not that there are no tradeoffs to make if you want your character to be effective at both combat and things that aren't combat. Rather, as I said, there is no tradeoff, in the sense that you do not have make a single choice between being effective in combat ... (read more)