Hussar
Legend
Wes350 said:Instead of talking about cool character concepts, we have people asking about the best possible character "Builds".
Umm, dontcha think there might be a reason for this other than "all 3e players are rollplaying munchkins"?
Could it possibly, and I use possibly in its slimmest sense, be because in earlier editions, there was pretty much nothing you could do with a character mechanically after creation? Could it possibly be that in 3e player can actually further have their characters grow and change beyond what they were at first level? Could it possibly be because after twenty years of D&D, we've finally taken off the handcuffs that character generation handed us?
Naw, not possible I guess.

Originally Posted by wedgeski
To be honest I still don't understand why people think that these design imperatives (wealth per level, encounters per level, encounters per day, etc.) are a *bad* thing. They are absolutely fundamental to designing a decent game. Why do they rub so many people up the wrong way? I just don't get it.
I want to make sure I understand you clearly before I post a response to this.
By decent game do you mean Fantasy RPGs in general?
Or designing a decent game/session/adventure/campaign for D&D 3.5?
I'd actually take it a step further. Regardless of the system you are talking about, wealth by level (assuming the game has some system for levels) and encounters per recharge period (whatever that period is based on the system) and relative power levels of characters to challenges is ALWAYS fundamental to any gaming system.
When games ignore this, we wind up with people taking 5 points in wealth in Vampire and being able to do pretty much anything they want because they have millions to throw at a problem. Need someone killed? Not a worry, hire a hitman. Need a safe house, no problem, buy one. Breaking Vampire takes about 13.1 seconds.
Assuming that players will deliberately handicap themselves out of some sense of "narrativism" is one of the poorest examples of game design there is.