BryonD
Hero
I think that if you overcusomize and over twink then you have wrecked the spirit of your game, pretty much by definition.Emirikol said:Does the overcustomization and overtwinking of the game wreck the spirit of the game?
Maybe I'm forgetting, but I don't recall anything in the core that states that "shops" automatically exist. Gold limit availability guidelines do not equate to a statement that stuff is just sitting on a shelf or custom crafters are standing by.
In my typical games cheap stuff can be found fairly easily if you go to the obvious places. Being able to buy potions of Cure Moderate Wounds from a large enough church doesn't wreck the spirit for me.
By the time the characters are high enough level to afford bigger stuff they tend to have reputations and contacts that make in-story justifications pretty easy. If the character can afford a +2 flaming keen great axe and that is what the player would like to have, then there is no added fun in telling the player "neener neener you can't have it".
You don't get to the gp point and write the axe on a character sheet. And you don't go to the "flaming" aisle at magic-mart. But next time you are back at a "safe" home base type location and have time to talk to your contacts, you can make a payment and a month later you have your axe. By that method you can aquire pretty much whatever customized item you want eventually, as long as you have the money, which means you're going to be high enough level to have that item one way or another. So it ends up having the same bottom line effect as a magic-mart, only without the story impact of a magic-mart.
Now if you want to play D&D with a lower magic item level then that's fine. But that doesn't justify being critical of playing at the standard level.
So to me, the initial question assumes a narrow range of options that result in lack of imagination wrecking the spirit of the game, rather than the rules themselves doing it.