Desdan_Mervolam wrote:shadzar wrote:
the selfish players are the ones that are forcing the game and EVERYONE else in it to conform to their narrow aesthetic for just that ONE person.
Why? This keeps getting asserted but I don't get why.
Over the course of a campaign, you are going to get a lot of magic items, even in 1st and 2nd edition.
he problem is this false assertion right here, to begin with.
as i have said many times, there are things neglected to be explained with each new edition that comes out, but players are expected to know them even though the designers took it for granted that they would know them even being new. 4th removes this by retconning the entire game.
this includes play experience and example from previous players and DMs, in a variety of playstyles.
this gives you the ability to see from different points of view. in this case, the low-magic, glad you have anything kind of game that 1st and 2nd allowed, but 3rd doesnt...
(I'm going to stick with 3.5, as those are the books I have handy though). A 10th level party, assuming they've been playing consistently since 1st level, has owned on-average 80 magic items of various types and power-levels, to use, consume, and/or sell. A weapon based character only really needs to upgrade weapons a couple times between 1st and 10th level, and one of those times is probably just to switch up from the junk sword he or she started with to masterwork. So why is wanting two or three items(At most) out of 80 to be a specific weapon make me selfish?
this proves my point. the sheer excessive volume of magic items in comparison to that which could be done in previous editions. the dependency on them in 3rd is atrocious.
3rd has the golf bag, for melee and caster types alike, but it did NOT start it.
fighters of older editions would, with or without WPs, have a golfbag of weapons when they could afford them so that the conditions they met would let them more easily overcome it. sword in a scabbard, axe/bow on the back, dagger in your boot, and hammer on your belt...
wizards had wands of various sorts as well, if they could find them, and for treasure a wizards wand wa much better than a magic weapon, because that meant your wizard was able to keep you form needing the cleric more often, THUS preventing the "15 minute workday".
a wand was much more prized treasure for THE GROUP, than a weapon for a fighter or thief.
a wand without charges was still a good trophy.
when 3rd came out it changed MANY a philosophy including the tools in your toolbox. the character no longer needed to be adaptable because the expectations on WBL and such meant they didnt need to think anything out, just purchase the right multipurpose tool and only have one. the swiss-army weapon with fire, ice, +5, stunning, subdaul, etc all in one.
it CAN be done by WBL, and that is where things fell apart. people no longer liked the golfbag of weapons, and really didnt need them since a quick walk down to the local Magic Mart meant they could pick up anything in their flavor.
but the problem then lies in that treasure is NOT obtained form the Magic Mart. which means if you use Magic Mart, then logically you would only give coins and gems as treasure and jsut let the players buy their own magic items with the treasure, but even then to players that "treasure" seems hollow.
some would like it, but dont respect or even observe it is bad for the game, even though they CAN already do it in ANY edition IF their group saw fit to do so.
like with most minmaxxing, the chosing of a singular weapon either by focus, specialization, or some stange kit/PrC/etc means you are less versatile to the group. your need for this weapon is a penalty to the group to have you, the character and/or player, than to have someone else that isnt so constrained in ability to function OUTSIDE of their "comfort zone". when done right it CAN add to the story, but for the majority of players, they are NOT good enough to handle this.
it is like giving a younger person a screwdriver and letting them assemble something with it, and when they can handle it well enough and mature with the tool, then later handing them a power-drill.
first before you can work inside the confines of the singular focus or specialized weapon, you need ot be able to make the concept work, by being adaptable.
most players cannot handle this tough task of making that singular weapon work, and WILL cause problems, so it is discouraged; and rightfully should be, as the norm.
even with such a strict weapon dependency on the character, the ability to adapt must be present so that you do NOT become a disruptive player due to the fact your singular focus on a particular weapon doesnt cause the other players to lose fun because of your aesthetic.
this is why it is considered selfish, because most people cannot step outside of their aesthetic, as has been shown in recent threads, to be able to give up a part of their character (self sacrifice) for the group or the game.
so...disruptive player behavior must be curtailed by the DM, through means within the game, including but not limited to the type of treasure given for an encounter TO THE GROUP.