WizarDru
Adventurer
Sholari said:Point two, the Magic syndrome. Magic the Gathering started off as a really well designed game. Over the years in order to make more money WOTC started selling sucessive lines of new and more powerful Magic cards. After enough new lines of cards the game became less about skill and more about whoever was willing to blow $3000 on a collection. In essence, as a system the game lost its balance. Granted you could always argue with that person who had spent all that money on all those cards not to use certain cards but they had a clear incentive to be stubborn about things. The game is now a shadow of what it used to be. I see a similar trend with 3rd edition D&D. Maybe Savage Species isn't the culprit but there is definitely an escalation in power. All you need to do is put a 1st edition fighter up against a 2nd edition fighter up against a 3rd edition fighter. Hands down the 3rd edition fighter will win. Is edition 3.5 going to take this yet one step farther? Is there a point where you draw the line or should we all start playing god characters? I think there is at least a certain subset of D&D players that want to see a game world that is willing to preserve the balance more.
Well, for starters, Magic was ALWAYS about buying the most cards. I bought one of the very first starter decks, and now some folks who helped playtest it, back in the day. The term 'Mr. Suitcase' was referenced in the very first issue of the Duelist. The fact of the matter was, the rare cards were universally better, and he who had four Royal Assasins and two Mox Onyxs was going to do better than a guy with regular mountains and four Hurloon Minotaurs. It wasn't a guarantee of victory, but it was a COLLECTIBLE trading card game. It seems unfair to accuse WotC of ruining the game by constantly introducing new material...though it is fair to accuse them of not sticking to their own guidelines. The very first expansion invalidated some cards in the main game...why bother using a merfolk when you can use a man on a flying carpet? Sure, they addressed that later, but it was a bad call from the get-go.
I'm not sure what your comparison of a fighter in different versions is meant to express. Can a 3E fighter kill more kobolds in his system than a 1E fighter could in his? What quantitative analysis are we using to gauge the perceived increase in power? Surely not hit points, as the inflation of same invalidates a 1:1 comparison between editions. The same applies to many factors for comparison...without applying the whole ruleset in the equation, it's a comparison that doesn't hold much meaning, IMHO.
I find it amusing that you (and others) seem to assign the idea of better role-playing opportunities under 1e. I recall twenty-years ago that no one accepted that as the case, in my circle of friends. AD&D was about killing things and taking their stuff, and the non-combat interraction was purely the invention of the DM, and was as much or as little as that DM was capable of. A quick review of many of the 'classic' modules shows that role-playing wasn't a priority, or even emphasized. Look at the 'G' series, for example: it's almost pure battle, with little explanation of anything but monsters and loot, with the general idea that 'giants were made for killing' is your motivation. 3E offers the greatest incentive within the system to roleplay, IMHO, with it's various skills and discussion of the use of such topics within the actual PHB and DMG, as opposed to the 'roll on a table and see what happens' approach of 1e.
Finally, the game has become more about playing a half-dragon/half-troll wizard/dragon disciple/archmage/psionic adept than it is about roleplaying. Its become all about what the characters get and the mechanics of how they advance, than playing a three-dimensional character and telling a story. I am sure not everyone is this way, but I just haven't seen as much quality of roleplaying being produced by many third edition players.
It's certainly not true of my experience, and I can assure you that people playing such types of characters isn't a new thing, either. I remember playing in a game in 1987 with a player who was a young Silver dragon, another was a doppelganger, and another who had an powerful artifact of his people [by contrast, I could juggle. Seriously.

The play style you're describing is neither new nor is it indemic to 3E. Some enjoy it, even if I don't, so much. But if you think that there weren't players under 1e that didn't play the game just so they could get Meteor Swarm and the Staff of the Archmagi, then you're mistaken. Some people just enjoy the game in a style closer to the wargame it once was, as opposed to the rpg that it's become. Savage Species certainly has nothing to do with any of that. SS is purely a toolkit, and a balanced one, at that.
As an aside, what's wrong with wanting to have cool powers and do amazing, cinematic things? I don't know about you, but I enjoy playing a character with magic powers, who can stun with a sound and fell three enemies with one strike. That's high adventure, in my book.