Aaron L said:
Thing is, you can STILL use your imaginiation. But now you can have mechanics to back up that imagination.
Quoted for truth.
Having played from the red box on, I can say that 3.x in no way diminished my capacity to make interesting, fleshed-out characters that I really want to play. Instead, it gave me the capacity to make that concept fit into the rules with minimal extra effort. Clerics have ceased to be hit point dispensers, 1st-level wizards are no longer useless after firing off their magic missile, and there's more variance between fighters than the weapon they use.
When I'm reviewing characters for my games, the first question is always "Tell me about your character
without using game mechanics". I don't want to hear "Human fighter/rogue, WF: Short Sword, Stealthy, Alertness, maxed ranks in blah blah blah".
I want something more like "He ran away at 11 and fell in with a gang on the docks, roughing up drunks for enough coppers to buy a couple jugs of cheap wine. He learned to see who's a mark and who's an undercover guard, keep his eyes and ears open and his step quiet, and practiced lifting a few purses in a crowd. A couple years ago he was press-ganged into a militia unit where he learned to fight with spears and fire a bow, but he'd spend most of his spare time in the yard practicing with a short sword. After mustering out with a handful of silver and a quick sword arm, he's taken up adventuring with an eye to making a quick score and retiring before something eats his internal organs like maple candy."
But hey, that's just a random concept off the top of my head. Maybe people do get bogged down in the numbers and the options and lose sight of the person behind the feats and plusses.