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Characters defined by "their stuff"
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<blockquote data-quote="Gothmog" data-source="post: 1389113" data-attributes="member: 317"><p>No offense was meant by my first post Deadguy. I used to think a lot like you do, but over the last few years I have seen gamers who used to be very good players turn into magic item and power crazy munchkins when playing 3E. These are guys I have played AD&D 1st and 2nd editions with, as well as CoC, Deadlands, Hero, and a homebrew system we made up, and they didn't do the extreme powergaming in those other systems. Don't get me wrong, I like 3E/3.5- its a definite improvement over previous editions and allows for more character customization via feats and skills than did previous editions. However, the assumption the system makes involving magic item levels and how important they are to the characters (that many players would rather die and be raised than losing their items) seems utterly ridiculous to me. When the character becomes disposable because the items aren't, there is a problem. Thats the point I was trying to make in my previous post. I know that each group has different dynamics, and I've managed to keep my current group from going the power-mad magic items are everything route, but this is a phenomenon I've really seen magnified since 3E. I'd love to see magic items take more of a backseat in 4E (a trend we've seen started in 3.5), and have each character be more defined by his abilites than the loot he's managed to pillage.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1389113, member: 317"] No offense was meant by my first post Deadguy. I used to think a lot like you do, but over the last few years I have seen gamers who used to be very good players turn into magic item and power crazy munchkins when playing 3E. These are guys I have played AD&D 1st and 2nd editions with, as well as CoC, Deadlands, Hero, and a homebrew system we made up, and they didn't do the extreme powergaming in those other systems. Don't get me wrong, I like 3E/3.5- its a definite improvement over previous editions and allows for more character customization via feats and skills than did previous editions. However, the assumption the system makes involving magic item levels and how important they are to the characters (that many players would rather die and be raised than losing their items) seems utterly ridiculous to me. When the character becomes disposable because the items aren't, there is a problem. Thats the point I was trying to make in my previous post. I know that each group has different dynamics, and I've managed to keep my current group from going the power-mad magic items are everything route, but this is a phenomenon I've really seen magnified since 3E. I'd love to see magic items take more of a backseat in 4E (a trend we've seen started in 3.5), and have each character be more defined by his abilites than the loot he's managed to pillage. [/QUOTE]
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