I'm Cleo said:
The OP's obvious original intent was not actually to criticize people for playing complicated character types, but for playing characters as little more than the numbers on the page. I see this as linked with the concerns that some "old-timers" have expressed on the other "do we have too many rules?" thread.
This is a very, very generous interpretation of the OP's original intent. He identified a style of play (non-human, non-Tolkien-race characters) and then proceeded to criticize that style of play by linking it to another style of play (min/maxing, statistically-oriented play) which is more generally demonized. If he did have the (comparatively) benign intent you ascribe to him, he certainly didn't convey it obviously.
I'm Cleo said:
I think one could make a strong argument that the more restrictive rulesets of previous versions required "imagination" (I think was the rather inflammatory language from the other thread) and catered to a more "role-play" style. The new version with expanded character options and a wargamey combat system makes the game more appealing for people who want to play a number-crunching, min/maxing battle arena. It's not that role-playing has changed (my first thought upon reading the other thread was "Well, you can still play how you want, can't you?"), or even that the people who played D&D in the past have changed, but that the population that makes up D&D players now contains more people who want to play crunchy. Of course, those people quite possibly wouldn't have played the game before, so it's really just that there are more people playing, but not in ways that were encouraged by the previous rulesets. So it's not "in my time, players were more imaginative"; it's "in my time, the only people who played wanted to play in imaginative ways, and now the rules allow people to play the game in a number of different ways." There's a distinction there.
I don't actually agree that the percentages are different now than they were in the truly old school era. 1e AD&D, as written, was ALL ABOUT the min/max, munchkin, kick in the door and kill everything in sight style of play. A self-proclaimed "thinking man's module" was one in which you had more metagame puzzles than in-game combat encounters. :\
That's not to say many players didn't go above and beyond the simplistic beginnings. AD&D2e's modules and sourcebooks veer wildly in the opposite direction, which indicates at least a perceived dissatisfaction with the kick-in-the-door style.
What's more, the 2e (and later 1e) (and basic D&D) era, say, the mid '80s though the mid '90s, DID change the playerbase considerably - because other games that were better GAMES came out and got a fanbase.
People who cared first and foremost about the quality of the game left D&D for greener pastures as it aged and aged badly. 3.0 brought many of those people back because it is, mechanically, functional in a way that the prototype of D&D/AD&D was not. GURPS, HERO, BRP, Storyteller - all of those systems and many more learned from D&D and improved upon it, and 3e D&D learned from them and improved D&D even more.
People who cared primarily about the story and the roleplaying also drifted away from D&D, because of those early "hack-and-slay gatherings," but unlike those interested in the system, they never had a reason to come back. D&D is no worse, but also no better, for a rp-heavy game than it used to be.
This could mean a slightly lower percentage of dedicated roleplayers in D&D today than in 1990 or perhaps even 1980 (GURPS was already available in '80, IIRC) - because D&D is more attractive to players who like the rules than it used to be, and only as attractive to those who don't.
I'm Cleo said:
Oh, and there's another enormous distinction to be made. It's between saying "I like to play this game in a certain way, and I'm saddened by the fact that it is now more difficult for me to find a group of people who want to play the way I prefer," and "I play this game the way it was and is meant to be played, and I'm saddened by the fact that it is now more difficult for me to find a group of people who want to play in that correct way."
The ultimate answer to the original post is: So? To me, there doesn't seem to be anything wrong with some people sitting around a table and trying to make the most powerful combinations of classes and feats, if that's what they want to do and they're having fun.
I'm Cleo!
This I agree with.
I'm just not sure which side of the fence the OP falls on.
PS - welcome to the board.
