The Myth of the Necessity of Magic Items

green slime said:
Are you suggesting it would be a bad thing if those character concepts were supported by being mechanically equal to other, similar concepts? :confused:

No, what I'm saying is that it isn't necessary to have a rules-driven 'reason' for the type of character you want to play. As in:

A: "What reason would you have to play a fighter when you can gain spells by taking a few levels of sorcerer?"

B: "Because I don't want to cast spells. I want to be a fighter with high STR and low INT. My character concept is a big, tough, stupid guy with a big, tough, stupid sword."

A: "But then the other characters will outclass you. They'll be able to do things beyond your abilities, especially at higher levels."

B: "Don't care. Big, tough, stupid guy; big, tough, stupid sword...period."

I simply don't think every character has to be 'balanced.' Real people aren't balanced. There is a popular myth that says, in effect, 'maybe Person X can do Talent Y better than I can, but I can do Talent Z better than he can, so we're balanced out.' This is, quite frankly, a load of rubbish. The truth is, there are people out there who can do Talents A through double-Q better than you can, and there will be nothing whatsoever you can do about it. I think it's far more important that you play a character you personally find interesting than that that character be 'balanced' with other characters.

The player in my campaign who plays the halfling bard/wizard, for example, wanted to play a beautiful, charismatic, magically-talented character who also happened to be physically weak and very gullible. She chose to be a halfling because they were physically the smallest race. (For all I know, she may be working out some issues there, because the lady in question is nearly six feet tall and built like a brick...well, you get the idea...but, I digress.)

If every other character were a spellcaster, she would still have played the character she's playing, because that was what she wanted to play. I would much rather have that character in my game than a fighter/rogue/wizard with carefully balanced feat and skill selections and maxed-out attack options who's been carefully plotted out to take advantage of every conceivable situation. There is very little difference between a character like that and a character in a video game, and players who want to play such a game are better off finding a different group to play with.

Building a character simply for a 'rules-bound' reason is, IMO, boring and pointless. Now if your character concept is, basically, Aragorn from LotR, then I expect a certain amount of building up of stats, bonuses, feats, etc., etc.--but don't expect everyone else to want to charge into battle every two minutes to right some wrong or destroy some silly ring just because you say so. That halfling up on the stage is trying to build influence with the leaders of the local thieves' guild, and the dwarf in the corner is looking for his family's ancient stronghold in the nearby mountains.

Regards,
Darrell
 

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But none of your points makes a case for why similar character concepts should not be mechanically equal to other, similar concepts? That way, you could have your cake, and eat it too.

Noone was suggesting millimeter justice/equilibrium between sorcerer and fighter.

They, believe it or not, are not similar character concepts.
 

jmucchiello said:
Would you mind counting the number of house rules again? Action points and converting DR to hit points are both examples of house rules. How many other house rules might you have forgotten?


What's your point? That because I post 3 house rules, there must be 50 more? It doesn't take a system rewrite to play lower magic, no matter the 'theory.' My house rulebook in fact covers the following topics: 1) ability score generation (we use points) 2) The class rule I posted for lower-magic 3) that we don't use cross-class skills or favored classes (which has nothing to do with lower magic..it's personal preference) 4) that certain spells are bumped (we have a list just to be sure) 5) Action Points from UA/Ebberon (has nothing to do with lower magic) 6) A list of races relevant to the world (also has nothign to do with lower magic)

My DM's rule is that only a "caveman" couldn't just remove DR/magic and tack on hit points so that the game can go on (the game must go on afterall).

That's the beauty of D&D. You can play lower magic-item-dependence and be just as balanced as a super high magic game like FR or LG.

Not hard to figure out at all :)

jh
 

I've been running Moldvay/Cook B/X D&D and it seems pretty balanced without need for magic items at least up to 6th level or so (I have 6th level Fighters running around in non-magical studded leather); but no way is 3.5 balanced like that. Non-spellcasters benefit far more from magic items than casters do, because casters can already achieve those effects via spells.
 


Piratecat said:
I think I prefer magic items over gross generalizations and emotionally loaded arguments.

...okay, got that off my chest. For me, magic items simply make the game more fun. The behavior you describe is not something I've seen.

QFT
 



Black_Swan said:
Nothing says fun like inefectively swinging your weapon at a monster while the casters do everything.

And blasting everything with magic (well, in my case it was psionics, but the principle holds) while the non-casters flail around hopelessly isn't much fun either in the long run. At first you're enjoying it, but in the long run everyone else thinks you've massively powergamed your character, when in fact you've just got the only one that wasn't gimped by being in Lowmagicstan.
 

Emirikol said:

For JH I get this... so which one is it?

Jackson Hole
Jahrhundert
James Hardie
James Hetfield
Japan Highway Public Corporation
Jekyll/Hyde
Jim Hawkins
Jimi Hendrix
Jimmy Hoffa
John Hancock
Joint Hypermobility
Joseph Haydn
Journal of Hydrology
Jugendherberge
Junior High School
Juvenile Hall
Juvenile Hemochromatosis
 

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