CruelSummerLord said:
This makes me wonder-were previous editions actually more flexible in their styles of play? You could play with miniatures or without, could ramp up the power level and still find suitable opponents, could turn down the power level and still have appropriate challenges-but now, with magic items much easier to manufacture, and even seeming to be a necessity these days, and powerful monsters routinely having CRs over 20, I wonder whether it's even possible to enjoy a lower-tone style of play anymore.
Were they more flexible? As in, 1st Edition and 2nd Edition AD&D?
Yes, no and it depends.
Yes, in some senses, they were more flexible in that certain game mechanics were not defined. I read a thread on this forum one time where someone typed out the description of how to write scrolls from a 1st Edition book, and compared it to a 3rd Edition book. The former read a little like something out of a fantasy novel. The latter sounded like it had been written by an accountant. The former had reference to collecting rare materials, and penning on rare, specially prepared parchment using quills plucked freshly from a cockatrice, or somesuch.
The only problem was, the 1st Edition book said absolutely nothing about the mechanics to use in writing scrolls. A lot of people didn't even make scrolls in 1st Edition. Since it was undefined, in a sense, it was more flexible. But it's rare to encounter a mid-level wizard in 3rd Edition that does NOT make scrolls. Because he doesn't need to ask the DM for every single cotton-picking thing about the process. It's all right there in the core PHB. If he wants to make a scroll, and has the time, boom! He does it.
No, in the sense that earlier editions of the game had their own constraints. In 1st Edition, every fighter wielded a longsword, and wore full plate with a shield. Unless you used Unearthed Arcana, all rangers and paladins were human. In 2nd Edition, elven bladesingers were all the rage for a while. Level limitations on demihuman races made no sense whatsoever.
It all depended on how you ran the game then, and how you run it now.
CruelSummerLord said:
Kingdoms of Kalamar and the Living Greyhawk Gazetteer, with their predominance of characters under 20th level, seems to suggest that you can still have enjoyable adventures without powergaming, but I can't help but feel that I'd have to take several hit dice off some of the more powerful monsters (reduce the number of hit dice for giants from what it is now to around 8-12, so they can have class levels without having their CRs go through the roof, reduce the hit dice for a monster like the ocean strider from 36 to, say, 12), or drastically cut down the magic item counts and levels of various NPCs (Elminster is "only" a 27th level wizard, Red Wizards only sell potions and scrolls at their magic shops, 10th level is the benchmark for 'exceptional', few if any Epic-level abilities not specifically plot-related, etc.)
As some other folks have already pointed out, you're crunching a lot of unrelated complaints into one post. There are so many ways to curtail powergaming in D&D that it's not even funny.
Rule 0 is the first one to remember.
The second rule is to control what materials are used in your game. In my games, only the core rules are certain, and even then, I've made changes. Shadowdancers annoy me, so they don't exist. Hide in Plain Sight is a Rogue special ability that isn't available before 13th level. Paladins don't get Sense Evil. Instead, they get a scaling divine bonus to Sense Motive. And so on, and so forth.
CruelSummerLord said:
So, in a nutshell I'm wondering if it's possible to have that kind of "toned-down" campaign without screwing everything up?
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Of course it is, and the DMG provides suggestions for how to do so. There are alternate rules sets, like Midnight and Conan, if you want something off the shelf.
Or just make up your own rules, and change them to suit the style and taste of play that you want in your game.