And here I thought that the metaphor was that Superman should wear a skull shirt instead of his normal costume because he knows that the Punisher is going to kill him and loot his corpse.Chamomile wrote:I think you've lost the thread of this metaphor completely. The idea here is that being required to change your aesthetic at random is stupid. We already know that it makes no mechanical difference whether you end up with a fire sword or a fire axe, the argument is over whether having your character aesthetic determined randomly is a good thing or not. So for the purpose of argument we are assuming that things important to a character's aesthetic actually make a difference to their powers, even though that almost never happens outside of roleplaying games.hyzmarca wrote:But Superman and Spiderman don't get any powers from their costumes. Getting a Superman suit just means that you're going to go around looking like a dork, unlike power armor which actually provides you with protection and cool abilities.Chamomile wrote:
Yeah, that can work fine, but he doesn't have power armor, he's got a Superman suit, which means he now has a cape. Or maybe he picked up a Spider-Man suit and, paint job or no, he's now wearing a mask and has the webs on the arms. And what's he going to do about the web shooters? Or literally any other weapon or power he picks up that isn't an actual gun that shoots bullets (or something else lethal, like lasers or knives or other guns or whatever)?
Anyway, there are always going to be situations where your clothing selection will be limited. You're not going to wear a silk gown on you're adventure to find the hand of Franklin reaching for the Beaufort sea even if your aesthetic is sexy silk-clad super-spy. Likewise, you're arctic lawman isn't going to wear a fur parka during his trip to Morocco to fight the Nazis with Matahari.
This I agree with. I'll go further to say that it's useful and interesting to hand out horizontal advancement rather than vertical. I don't want the PCs trading their rings of water-breathing for rings of +1 to attack (especially since the next adventure is going to be underwater). Equipment that gives minor bonuses to existing abilities is far less interesting than equipment that grants entirely new abilities. But so long as those +1s are necessary and/or advantageous PCs are going to go for them to the exclusion of interesting things.DSMatticus wrote:Less than stellar. (With both his original assertion and the exaggerations of it that have since followed. This thread is full of gross exaggerations from everybody.) I agree with you that the world should have drops that are relevant to the stories that are happening, not to the player's needs. For the same reason I think players should be able to make meaningful decisions about their own personal equipment loadout. Thematics are cool. When the big bad is using a weapon that is appropriate to his thing, it makes him more interesting than if he is using a weapon that is the character's next +1. Now, you can have overlap (the big bad's weapon is appropriate to him and it is the character's next +1) but forcing that scenario all the time really is limiting the types of stories you can tell in a bad way.Frank wrote:DSM: you agree that people don't have the power to narratively decide when the monsters are going to attack, hurt, or kill their character because it is a game, yes? OK: how do you feel about Fuchs' assertion that the player should be able to narratively decide what objects that monsters have in their backpacks?
Other solutions I also find less than satisfying, like "big bad had the perfect weapon for you sitting in his armory, even though it was so awesome it really should have been employed in an effort to kill you," or "there always happens to be a lackey with the perfect thing for everyone" or "ye olde magic shop," or "transmute X into Y." I don't like them because they make magic items less exciting, and I want magic items to be exciting.
This conversation is really about a lot of conflicting drives in the underlying game:
1) Magic items are an important part of vertical growth.
2) Magic items are interesting.
3) Magic items have wiiiide disparities in power over the character's progression.
4) The world maintains some versimilitude, instead of looking handcrafted to the PC's.
5) PC's can decide certain things about their character for no reason other than rule of cool/player agency/whatever you want to call it.
You want to jettison 5, because that lets you hold 4 and some of the others. Fuchs wants to jettison 4, because that lets him hold 5 and some of the others. I personally want to jettison 1 or 3. If the sword of fire gives you some swordy fire abilities in line with your level, but doesn't make you any better at swording, characters can say fuck you to the sword of fire to keep a scythe in their hands and not be significantly punished. And if magic items are tighter grouped in their range of powers, then passing up the sword of better fire for the scythe of fire you already have doesn't hurt as much. I want to be a ____master in a world with verisimilitude. And that's totally possible if you turn off the magic item treadmill somehow.