ruleslawyer said:
Fellow Iron Heroes maven though I may be, I'll have to disagree with the OP on this one... or rather, suggest that the narrative he's detailing might need some refining.
As the mentioned OP, reading what you have to say, I'm not really sure I disagree with you. I'll be more specific as I comment on the rest of your post...
IMHO, there are really only two reasons why D&D 3e might seem to suggest a particular fantasy subgenre now as opposed to in previous editions:
1) Previous editions were more open-ended than 3e about certain concepts like balance between classes, the effect of a mix of classes on successful completion of encounters, and especially the availability, means of creation, and suggested distribution of magic items. In reality, it's no easier or more difficult to play a gritty Thieves' World style game, a pseudo-historical Vikings game, or a classical-period God of War pastiche game in 3e than in any previous edition; it's just that there actually are play balance issues related to changing the rules that are enumerated in the books now. The basic system engine is clearly capable of being adapted to low-magic or different-genre games; witness Midnight, IH, Grim Tales, etc etc etc.
The problem is that technically speaking, Grim Tales, IH, etc. are not D&D. They're subgenres of "D20 Fantasy" or even "OGL Fantasy." They share basic mechanics of D&D, but diverge enough from the basic game that they can't even CALL themselves D&D. Yes, they meet a need in the market. But my contention is that the "Core Rules" have been tailored to a particular subgenre. Obviously, if it's the dominant subgenre, that's the reality of the marketplace, but I'm not sure if it's in the best long-term interest of the game for it not to cater terribly well to "generic fantasy" as a genre.
The kicker is that designers take the changes required to effect lower magic into the mechanics themselves. 1e and 2e included no rules or guidelines as to how to run an encounter differently for a party of four characters with a few potions and a +1 item or two as opposed to a party with a fighter clad in +5 plate mail with the feared hammer/girdle/gauntlets combination. 3e does. That seems like a feature rather than a genre-informing "bug" to me; if you know the mechanical effect ascribed to something, it's easier to tinker with it.
True. Very true. The particular genre (high-magic, lots of magic items) has been written into the core rules in the name of game balance. And D&D (that is, Core Rules D&D) doesn't provide any guidelines to those interested in a different genre (or style, to use my original word) of fantasy game.
I realize it's possible to do things differently, but what's that saying? "When your only tool is a hammer, everything starts to look like a nail."
I don't really think that this signals a departure in how D&D actually gets played; as Psion mentioned, demographics are in the hands of the DM, as (really speaking) are magic and magic items; there is a reason those are called guidelines. The nice thing about this sort of discussion, however (and perhaps the nice thing about 3e, having made this transparent) is that we can talk specifically and explicitly about how to make D&D conform better to the genres we like, should those genres involve changing base assumptions of the game system. Hence the approach behind, say, Iron Heroes.
And the question I was trying to raise for discussion was basically the following: should Core Rules D&D continue to specifically and by default support the genre of gaming it currently does, or should it be presented in a more adaptable way wherein changing from that genre to a different one is more feasible, without the need for a "variant player's handbook."
I don't feel there's been any particular power creep, other than the in-game assumption about how long attaining a new level takes (not in terms of real world playtime, but in "In-game" time). I guess that's not even really "power creep" so much as it's just 'suspension of disbelief' jarring (for me, at least). For the record, Monte's comment about taking a month to level was made on his boards...
And, just to be clear, I don't mean to pick on Monte. His comments are just the ones that got me REALLY thinking about this subject, so he gets due credit for the inspiration.
