Depends on what you're taking as precedent. If the precedent is "A wizard can have a really powerful enchanted item without the stats to justify it," yes, that's bad. But if the precedent is, "A wizard can have a really powerful enchanted item without the stats to justify it, provided a very good reason for that item," that's not so bad.
I don't think that would be a good idea. As a guy who optimizes by instinct, I'd always have a good reason. And my characters would be busted, without me doing anything wrong.
I'm especially invested in this because I have a very powerful spellcaster character in my PbP game who has at least two excellent reasons to have a massive defensive Enchanted Item. (I'm not saying she could find reasons, I'm saying she has them.) Giving her such a thing would be terrible. But by your suggestion, it'd be appropriate.
Plus my character concepts would be altered by me having to have good reasons.
Honestly, once again I feel compelled to suggest that if a problem arises from taking a power or item out of its narrative context, the thing to do would be not to take it out of that narrative context.
No problems arise from taking a power out of its narrative concept. You could use the Knight Of The Cross Template to represent something very unlike a Knight and no problems would arise.
The problems come when you take something out of its mechanical context.
The obvious solution is to not take it out of its mechanical context. Which requires you to adjust the mechanics so that they not allow unacceptable context changes. Which is what I've been advocating for ACaEBG.
Alright. Can you provide an example of an RPG in which the setting and game system ARE completely intertwined, so we know how to draw a difference between that and DFRPG?
Exalted.
They spent seven years rewriting FATE to produce a game that could model the DV - that's not a generic system but one modeled around a specific setting.
A long development cycle does not make a game non-generic. What about the system is modelled around the setting? I can think of the Lawbreaker powers and that's about it. Maybe Addictive Saliva or the Warden Sword? But those are all kind of tacked-on.
Most of the changes from Spirit Of The Century were, as I understand it, just improvements to the system.
In this setting, I tend to agree, despite assertions that a system and a setting are and/or need to be considered separate entities.
Why?