A fourth point that pushed "christmas tree outfitting" was the inflated cost of more powerful items over weaker ones. For example +3 armor was 9000 gp, while +1 armor, +1 shield, and +1 amulet of Natural Armor came to only 4000 gp total."Christmas tree required" problems are a combination of three things, most of which I've already mentioned, but to reiterate - wide tier gaps between classes resulting in differences in gear dependency to be useful, too many spells with absolute effects, and increasing gaps in the DC of saves versus the bonus of the poor saves. And even then, that's mostly high level 3.X problems. I suppose you could exacerbate it with encounter design where you run one single high CR foe per day of adventuring.
Those who want Old School are largely being funneled into OSR,
A fourth point that pushed "christmas tree outfitting" was the inflated cost of more powerful items over weaker ones. For example +3 armor was 9000 gp, while +1 armor, +1 shield, and +1 amulet of Natural Armor came to only 4000 gp total.
So that aspect of the system pushed for "lots of items" over "a few big cool items."
Another problem is that "NPCs are made with the same rules as PCs" and "PCs need magic items to get the stats the game system expects" combine to "NPCs need to be loaded down with magic items to get appropriate stats." This in turn means that any time the PCs defeat a group of moderate-level NPCs, they acquire half a dozen of +1 to +2 items per NPC and those are worth the same as a small village.What I meant by the "Christmas Tree is required" problem was that certain things like Cloak of Resistance, Amulet of Health, Gloves of Dexterity and so forth were considered at many tables to be essential to maintaining game balance, primarily because they made up for the gap in defenses between what you would have without magic items and what the design of higher level monsters assumed was the sort of defenses a character would have. And because your wealth had to go to procuring these essential basic items with obvious and general utility, you could have wacky weird magic items at all, as it was always better to sell these and procure the basic Christmas tree decorations. Furthermore, to keep the game balanced, you had to as a GM ensure the players were moving up the Christmas Tree ladder continually.
That doesn't quite follow, because one of the few ways that NPCs are different from PCs in 3.X is that the former have their own wealth-by-level guidelines, and they're markedly lower than what the PCs get. (The other difference is that most NPCs of importance typically have a stat block of 8, 10, 12, 13, 14, 15, which works out to less than the point-buy value that PCs receive in a lot of campaigns.) That this results in their having weaker stats than PCs who are otherwise comparable to them is the intended results, since the system is set up so that an "even" fight is one in which the PCs are heavily favored to win.Another problem is that "NPCs are made with the same rules as PCs" and "PCs need magic items to get the stats the game system expects" combine to "NPCs need to be loaded down with magic items to get appropriate stats."
Sure, they get somewhat lesser stats for the same level than PCs, partially because they have less money and worse base stats, but they still get a lot of what power they do have from their magic items. Which might be even worse, because it means that it's really rare for an NPC to have gear that's actually an upgrade from what the PCs already have – it's just loot to be sold and exchanged for better stuff. As I recall, the NPC gear guidelines worked out to about 3x the normal treasure for that CR, and since loot sold for 50% of it's value it works out to 1.5x times normal treasure.That doesn't quite follow, because one of the few ways that NPCs are different from PCs in 3.X is that the former have their own wealth-by-level guidelines, and they're markedly lower than what the PCs get. (The other difference is that most NPCs of importance typically have a stat block of 8, 10, 12, 13, 14, 15, which works out to less than the point-buy value that PCs receive in a lot of campaigns.) That this results in their having weaker stats than PCs who are otherwise comparable to them is the intended results, since the system is set up so that an "even" fight is one in which the PCs are heavily favored to win.
In other words, the NPCs are built using the same rules that PCs are in terms of stat block construction, but aren't advanced to the degree that PCs of the same level are (at least in terms of money and innate talent).
While I agree with the assessment, I think the problem is assumed magic items and wealth by level and not NPCs built as PCs.Another problem is that "NPCs are made with the same rules as PCs" and "PCs need magic items to get the stats the game system expects" combine to "NPCs need to be loaded down with magic items to get appropriate stats." This in turn means that any time the PCs defeat a group of moderate-level NPCs, they acquire half a dozen of +1 to +2 items per NPC and those are worth the same as a small village.
That's also why banditry doesn't work.
It's the combination of both. Pathfinder 2 also has assumed magic items per level (though less strict than 3e) for PCs, but just gives NPCs/creatures desired stats for their level. Why does this guard have a +15 attack bonus? Because they're a 5th level creature with a melee focus and thus that's the appropriate attack bonus. I don't have to design the guard as a 5th level fighter with Str 16 (and quaffing a potion to get to 20) and the Weapon Focus feat and a masterwork weapon to get to the +12 that'd give them in 3e. I just decide "5th level melee dude, that's +15.". If they happen to have a magic weapon, it's because I want to give it as loot to the PCs.While I agree with the assessment, I think the problem is assumed magic items and wealth by level and not NPCs built as PCs.