Darrell said:In my experience, gaming-wise (which, admittedly, may be an anomaly), those characters aren't 'in the shadow of' the other characters. They've stood on their own and made their own contributions to both the party and the game. The Commoner character became the driving force behind the party, and (in keeping with the way the player played him) still maintains an active role in behind-the-scenes city politics to this day, as well as keeping a hand in the 'backstage' activities of the current adventuring party (who are figurative descendants of his own adventuring company).
You're the only expert here on your game, or how it runs. I can't speak to that.
In my experience - and no, I'm not talking about min-maxed powergaming unrestrained munchkinfests - character abilities are an enhancement to roleplaying, and not a detriment. Someone who plays a Commoner in a low magic game is pretty much telling me, as a DM, that I'm going to have to NEED to give them stagetime in a big, BIG way, because they literally can't do anything EXCEPT roleplay. They have the worst of everything, and nothing to compensate.
In your game, it worked. I absolutely believe that. If it were me, though, my first reaction if someone said they wanted to play a Commoner would be to roll my eyes. I've seen people play characters like that, and I've seen them grow bored while other people are casting spells and using skills.
I'm not just talking about combat, either. I mean at every level of the game.
Darrell said:Each of the characters I've mentioned came about as the result of the player's choices, not my own. They did make the decisions, although I will allow that knowing they weren't going to be hampered by creating/obtaining uber-equipment (or by enemies possessing such equipment when they did not) may have influenced some of those decisions in some way.
You know, I've been playing 3rd Edition D&D since it came out, and I don't know what you mean by "uber-equipment." You mentioned - jokingly, I assume - the +25 holy keen vorpal longsword of bloody-ugly monster slaying. But you really can't be serious about that.
In a low-magic game, I would care MUCH more about spellcasters than I would care about magic items. I mean, let's face it. D&D up until about 5th or 6th level is a low magic game, anyway, from the perspective of magic items.
In the low magic games I run, and play in, the general rules we have adopted is to cut wealth by anywhere from 25 to 50%. Then we remove permanent stat enhancing items, whether enhancment (gloves or belts or headbands) or inherent (tomes or wishes), and we give everyone a feat at every odd level and a stat bump at every even level.
I've played up to 35th and 40th level, and frankly, I haven't seen a lot of uber equipment. The pricing for epic items is borked, anyway, but I won't go into that, here. Generally, most of the glittery stuff at high levels is stat-enhancing gear: +6 to strength and +6 to wisdom and +6 to constitution. At epic, those start creeping up to +8 and +10. On melee types, a lot of resources go into weapons and armor. On wizards, spellbooks and epic spells.
Yes, it powers up your character. But is it "uber"?
Doghead Thirteen said:But, for whatever reason, anything bigger than a +1 dagger is seriously rare.
What level do you play to, generally?