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4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="D'karr" data-source="post: 6077995" data-attributes="member: 336"><p>Under most circumstances they do. There are a few corner cases but there are still ways to "flavor" them to represent what they do.</p><p></p><p></p><p></p><p>Flavor is indeed mutable. However in a class system, the designer has made some mechanical assumptions when they built the class. For example the Paladin is proficient in Plate Armor, the Barbarian is not. So if I reflavor the barbarian and say that he wears heavy armor I'm making a mechanical assumption that the base class does not support. The thematics of the class has supporting mechanics that are tied to it. If I want to change the flavor, and it clashes with the mechanics then I have some work to do to keep the "new" class thematically relevant.</p><p></p><p>You can do with the system whatever you want, it's just a matter of how much work you want to put on your shoulders to keep the mechanics, and the story in some kind of sync. Some mechanics lend themselves better in some circumstances (Paladin Plate Armor) than others (Avenger Cloth Armor). If I'm reflavoring to a theme which would be better supported by divine power, single target melee attacks, and light armor, then the Avenger Class is probably a better fit than the Paladin Class, or the Barbarian Class.</p><p></p><p>It really boils down to how much work you want to do to keep thematic elements and mechanic elements in sync. </p><p></p><p>I think there is this belief that just because you can do reflavoring, at will, that the reflavoring should not take the underlying mechanics into consideration. That is simply not true. </p><p></p><p>If you don't take the underlying mechanics into consideration you usually end up with thematically ridiculous situations. If you want to play like that nothing really prevents it. The system will do whatever you want it to do. I would then ask, why? What is the purpose of it, just to prove that you can make ridiculous flavor?</p></blockquote><p></p>
[QUOTE="D'karr, post: 6077995, member: 336"] Under most circumstances they do. There are a few corner cases but there are still ways to "flavor" them to represent what they do. Flavor is indeed mutable. However in a class system, the designer has made some mechanical assumptions when they built the class. For example the Paladin is proficient in Plate Armor, the Barbarian is not. So if I reflavor the barbarian and say that he wears heavy armor I'm making a mechanical assumption that the base class does not support. The thematics of the class has supporting mechanics that are tied to it. If I want to change the flavor, and it clashes with the mechanics then I have some work to do to keep the "new" class thematically relevant. You can do with the system whatever you want, it's just a matter of how much work you want to put on your shoulders to keep the mechanics, and the story in some kind of sync. Some mechanics lend themselves better in some circumstances (Paladin Plate Armor) than others (Avenger Cloth Armor). If I'm reflavoring to a theme which would be better supported by divine power, single target melee attacks, and light armor, then the Avenger Class is probably a better fit than the Paladin Class, or the Barbarian Class. It really boils down to how much work you want to do to keep thematic elements and mechanic elements in sync. I think there is this belief that just because you can do reflavoring, at will, that the reflavoring should not take the underlying mechanics into consideration. That is simply not true. If you don't take the underlying mechanics into consideration you usually end up with thematically ridiculous situations. If you want to play like that nothing really prevents it. The system will do whatever you want it to do. I would then ask, why? What is the purpose of it, just to prove that you can make ridiculous flavor? [/QUOTE]
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