What I find happening with D&D since the the surge in MMORPGs is the trend in players "looking to get stuff".
What I mean is that it appears to be be a frequent issue that people are looking for "drops" and trying to acquire "goodies" much more than they did in 2nd ed.
The gp per level issue is, IMO, a direct reflection of this type of paradiem.
I get the impression that people who have grown up playing table top D&D have a different mindset than those that have grown up playing the MMORPGs (WoW being the prime example currently).
It used to be that people played RPGs to "be someone different" and to "role-play" that way. This is much harder to do with the on-line (and stand alone) computer based games. Peopel can only "type so fast" and facial expressions and body language gets "lost" in the process.
I don't "fear" the game mechanics that appear to be happening with 4th ed (they look intriguing at the worst, inviting at the best) I just hope that people can get back to theme/concept based character generation and role-playing and away from "maximizing builds".
There are advantages and disadvantages to each and neither is, IMO, decidedly "better" than the other - they serve different goals. Those "differences" is what should, IMO, be emphasized - not their similiarities.
What I mean is that it appears to be be a frequent issue that people are looking for "drops" and trying to acquire "goodies" much more than they did in 2nd ed.
The gp per level issue is, IMO, a direct reflection of this type of paradiem.
I get the impression that people who have grown up playing table top D&D have a different mindset than those that have grown up playing the MMORPGs (WoW being the prime example currently).
It used to be that people played RPGs to "be someone different" and to "role-play" that way. This is much harder to do with the on-line (and stand alone) computer based games. Peopel can only "type so fast" and facial expressions and body language gets "lost" in the process.
I don't "fear" the game mechanics that appear to be happening with 4th ed (they look intriguing at the worst, inviting at the best) I just hope that people can get back to theme/concept based character generation and role-playing and away from "maximizing builds".
There are advantages and disadvantages to each and neither is, IMO, decidedly "better" than the other - they serve different goals. Those "differences" is what should, IMO, be emphasized - not their similiarities.