plane sailing said:
It reminds me of a perceptive comment made, I believe, by Numion some while ago about the unfortunate degree to which characters are defined by "their stuff" in D&D, and that sometimes a line of continuity is drawn through a PC's stuff rather than his life (especially if there isn't a raising from the dead but instead a new character who gets given the old characters stuff, which may happen in some cases!)
Numion said:
You must be thinking of the old skool gamers who've said that, like Gothmog, Bendris Noulg and arcady (I meant old skool with complete respect).
>blink blink<
Old skool?
Wow... No disrespect taken, although this to some degree illustrates the shift in the game's paradigm. When I was first attracted to D&D, I was immediately fascinated with the countless
possibilities the game presented. True that 1E was what it was, but I recognized its worth as a foundation to endless variations. Unfortunately, it took over a decade to find a group that saw the game as something more than, well, "breaking into homes and taking the stuff", as the anology goes. That this trend is once again the "base line" and that my view of the game would be considered "old skool" is kinda scary considering that it used to be called "revolutionary", "pioneering", and "hard core" and today's "break in/take loot" mentality
was old skool.
(That make's you folks "retro", don't it?

)
I must say also, though, taking Plane Sailing's comment into focus, while I don't ever recall mentioning hand-me-down magic items on these or any boards, I do recall the 1E character sheets having a "will" on them, which was often used by many players to ensure that their possessions were passed on to as-yet-unwritten characters (and worse, I've seen it used by said players to convince dim-witted GMs that said will should allow their 1st Level PCs to be walking around with Excalibur, Stormbringer, and what ever other dream-item was in the latest suppliment).
With all honesty, this "will"
might have been on the 2E character sheets; we made our own character sheets by then and so I've never seen one.
Yes, equipment is important for high-level PCs. But in no way does it define the character. In 3.0e character concept and archetype are more important than ever in D&D. Feats make sure that you're likely to improve in your chosen field and stay within it. A magic sword, no matter how powerful, isn't likely to turn an archer to a meleer, or a wizard to a fighter. That'd be wasting of all those feats and abilities they've spent to excel in their chosen field.
Ah, but this leaves out a key factor: In the pursuit of what is called an "effective" character, these items and their
exact powers are anticipated and integrated into the character design. The players
know that at Level X you will have Y amount of gold and thus pre-plan their purchases/creations. In this regard, the items aren't
strengthening the character concept so much as they are
part of it, which is the nature of this particular view point.
And, as you pointed out, those items
are part of the balance: Remove items, spellcasters are over powered; remove spellcasters, Monks and Rogues are overpowered, etc. etc. etc.
That is a bit odd, indeed. Easily fixed though
About a year ago, I met some younger gamers at a gaming shop, and we ended up talking in the mall's food court (haven't done that in years...). During the discussion, I ended up describing the 1E module In the Dungeons of the Slave Lords. Half of them couldn't believe that such a module could have possibly been written (mid-level PCs without
any equipment?!), while the other half were immediately debating over whether the Sorcerer, Monk, or Psion would be the best choice for the adventure.
Honestly, I'm not sure which half scared me most.