And when I'm talking about tweaking, I'm speaking as a DM, not a player. As a player I'll stick to conceptual changes designed to use existing character class rules to portray a new concept.That is an interesting point. I don't consider reskinning (though it looks like I tend to call it refluffing) to be homebrewing at all, whe reas (to me) if you tweak anything mechanically, then you're homebrewing. I'm not against homebrew (at least when it comes to monsters and magic items) but I consider it a stronger level of intrusion against the game's integrity than I do refluffing.
To me, refluffing is 110% always allowed whereas homebrew is only allowed with DM's permission.
Which is part of the reason why I reskin so liberally. Everything is unique. No one NPC has the exact same capabilities as a different one.It's great for things that are supposed to be unique in the campaign world. For things that resemble organizations or populations, it's lazy and clumsy.
Maybe, like in a fighting videogame, the enhanced attack state is a once per battle thing and only lasts as long as you keep your "combo chain" going. Fits for me.
Well, there is the school of thought that classes are a metagame concept, so it shouldn't matter how they're skinned; their rules are supposed to be behind-the-scenes anyway.On the other hand, reskinning classes feels horrible to me. You can see all the mechanics and how they deviate. I understand reskinning is the best option sometimes, but I still see it as the lesser option.
A reskin is a tool for expediency, so sure: inherently weaker. But also inherently better than stopping the game to draw up nine levels of NPC plus lair actions.The same can’t be said of a different statblock reskinned to be the creature in question. Reskinning, by its nature, relies on DM description to communicate what the mechanics being reskinned are supposed to represent narratively, and in my opinion that makes a reskinned design element inherently weaker design than something tailor-made to feel like the thing it represents.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.