GlassJaw said:
In my experience, the more "stuff" (rules, feats, PrC's, etc) that gets into the game, the less creativity there is. Players are so concered with their builds and getting the shiny new prestige class that they don't even bother to take the time to develop their character. The "character" becomes a shopping list of abilities, spells, items, etc. Unfortunately, the character has no "character".
Actually, that should be 'in your opinion.' Creating a shopping list of abilities, spells, items, etc. is a creative activity in and of itself; not one you aprove of, obviously, but not lacking in creativity. At the very least it's an interesting intellectual exercise.
Now, 'in your experience,' players who do that don't spend any time developing their characters. That's unfortunate (for you - the powergamers themselves may have had a very enjoyable wargame). My mileage varies considerably. I've found that the players dedicated enough to have a stack of books generally are also the most interested in developing characters and stories.
GlassJaw said:
There is a beauty to be had in simplicity. Having limited resources forces you to think outside the box. More books means someone has done the thinking for you. Whatever happened to role-playing a unique archetype or character concept? Most of the newer books are about rules, not character creation IMO.
I'd rather a game designer do my thinking for me when it comes to the RULES that represent my unique archetype or character concept in game. I'd rather spend my time thinking up said concepts and archetypes in the first place. In my experience, although creating a 3e PC and planning out a build for him does take quite a while, it takes significantly less time than building a custom class in cooperation with the DM.
GlassJaw said:
*yawn*
Have you played in a campaign where everyone has characters like that? I have. It's boring. High-powered classes make the game unbearable IMO. Combat is excrutiating and takes a ridiculous amount of time. Just the nature of D&D reduces role-playing as the power level increases. More abilities and more power means longer combat. Longer combat means less role-playing and less character development.
At one combat per session, if that, I've never found this to be much of a problem. Maybe in a standard 'dungeon crawl' campaign, this becomes troublesome, but honestly, I don't think I could stomach a dungeon crawl. And how much role-playing does the typical dungeon crawl generate?
I'm used to campaigns where combat is what happens when you either a) encounter the major enemy of a story arc or b) screw up. Bad. It will be epic (regardless of level), it will result in PC deaths, and it WILL take an entire 6-hour session to resolve.
Anyway, I've
never taken half as long to resolve a 6-class melee masher as a single-classed spellcaster. Heck, I've completed 10-attack turns in less time than it took to look up a (core) spell. :\ Some people's inability to either roll multiple d20s at once never ceases to amaze...