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<blockquote data-quote="hong" data-source="post: 1305423" data-attributes="member: 537"><p>The point, Bendy one, is that noone I know (and I know some heroic number crunchers) considers their characters to be "defined" solely in terms of numerical quantities and the proportions contributed by magical bonuses. You have a character concept, that defines what you intend to do with the character, and then you build things up around it. All this talk about how items "define" a character really is meaningless. They fade into the background during actual gameplay, because it's their _effects_ that are important, not the fact that they are items as such.</p><p> </p><p></p><p></p><p>So why the vitriol regarding high-powered D&D, featuring flying, teleporting people? Is it because there's no context or framework to work with? You know, that's still a subgenre of fantasy. It's not a _western_ subgenre, but it exists nonetheless; check out movies like Crouching Tiger, Hidden Dragon; Hero; Stormriders; Chinese Ghost Story (which features a fighter/mage casting a boom spell with somatic, material and verbal components!); etc. Even Star Wars is moving in this direction, with Yoda tumbling around and kicking butt in Ep 2. High-level D&D, for all intents and purposes, is wuxia. They toned it down somewhat in 3.5E, but it's still much the same.</p><p></p><p>Or is it because you can't handle the mechanism by which these powers are handed out? The fact that items are the method by which most characters obtain powers like flight and teleport is, for most people who play at this level, secondary. The important thing is the powers themselves, not the method for obtaining them. However, it appears you are approaching the game with a fundamentally different paradigm, one that regards the method as equally or more important than the effects. If you do this, then of course you're going to go nuts. Me, I prefer not to go nuts.</p></blockquote><p></p>
[QUOTE="hong, post: 1305423, member: 537"] The point, Bendy one, is that noone I know (and I know some heroic number crunchers) considers their characters to be "defined" solely in terms of numerical quantities and the proportions contributed by magical bonuses. You have a character concept, that defines what you intend to do with the character, and then you build things up around it. All this talk about how items "define" a character really is meaningless. They fade into the background during actual gameplay, because it's their _effects_ that are important, not the fact that they are items as such. So why the vitriol regarding high-powered D&D, featuring flying, teleporting people? Is it because there's no context or framework to work with? You know, that's still a subgenre of fantasy. It's not a _western_ subgenre, but it exists nonetheless; check out movies like Crouching Tiger, Hidden Dragon; Hero; Stormriders; Chinese Ghost Story (which features a fighter/mage casting a boom spell with somatic, material and verbal components!); etc. Even Star Wars is moving in this direction, with Yoda tumbling around and kicking butt in Ep 2. High-level D&D, for all intents and purposes, is wuxia. They toned it down somewhat in 3.5E, but it's still much the same. Or is it because you can't handle the mechanism by which these powers are handed out? The fact that items are the method by which most characters obtain powers like flight and teleport is, for most people who play at this level, secondary. The important thing is the powers themselves, not the method for obtaining them. However, it appears you are approaching the game with a fundamentally different paradigm, one that regards the method as equally or more important than the effects. If you do this, then of course you're going to go nuts. Me, I prefer not to go nuts. [/QUOTE]
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