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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Neonchameleon" data-source="post: 6078628" data-attributes="member: 87792"><p>The first rule of refluffing is that the refluffed version <em>must work under the rules of the game</em>. If you want to refluff a Vancian Caster as Harry Potter you are going to run out of whatever you are using as <em>Expelliarmus</em> in a hurry under normal combat conditions. Therefore the refluff fails. So no you can't. As a general rule, refluffing from a broad general set of rules to very specific rules is easy, refluffing from specific flavour to the general is hard.</p><p></p><p></p><p></p><p>The question is can the fighter <em>behave like a thief</em>. Can you make a fighter skilled enough to call himself a thief (rather than one strong enough no one argues when they call themselves a thief). In 3e with 2+Int skills? Not a chance. In 4e you actually can without seriously compromising your fighter as a fighter. But that still doesn't mean they behave like a member of the rogue class.</p><p></p><p></p><p></p><p>Been there, done that. It's <em>very</em> hard work in D&D (I speak from experience), although I would do it in something like <em>Legends of Anglerre</em> or another <a href="http://www.kickstarter.com/projects/evilhat/fate-core" target="_blank">Fate</a> based game, and I'll run <a href="http://www.kickstarter.com/projects/1116133034/margaret-weis-productions-cortex-plus-hackers-guid" target="_blank">Leverage</a> or hacks of it without any prep.</p><p></p><p></p><p></p><p>I believe you're talking about <a href="http://derailedgaming.wordpress.com/2011/08/12/gencon-2011-debrief-part-5/#more-72" target="_blank">Leverage: The Dungeon Job</a> here.</p><p></p><p></p><p></p><p>"<a href="http://community.wizards.com/wiki/Dnd:Eberron" target="_blank">If it exists in the D&D world then it has a place in Eberron</a>"</p><p></p><p></p><p></p><p>Why do you even need the coin? <a href="http://en.wikipedia.org/wiki/Amber_Diceless_Roleplaying_Game" target="_blank">Amber Diceless</a> doesn't. Neither does <a href="http://thoughtfulgames.com/montsegur1244/" target="_blank">Montsegur 1244</a>. And personally I'd prefer to use a <a href="http://www.tiltingatwindmills.net/" target="_blank">Jenga tower</a>.</p><p></p><p></p><p></p><p>The problem here is that you are taking metagame information like the name of a character's class and equating it with in character and mechanical information. There is value in the distinctions between classes - it allows for different approaches, stronger themes, and to have abilities in the game that should not be combined in a way you couldn't with a point-buy system.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6078628, member: 87792"] The first rule of refluffing is that the refluffed version [I]must work under the rules of the game[/I]. If you want to refluff a Vancian Caster as Harry Potter you are going to run out of whatever you are using as [I]Expelliarmus[/I] in a hurry under normal combat conditions. Therefore the refluff fails. So no you can't. As a general rule, refluffing from a broad general set of rules to very specific rules is easy, refluffing from specific flavour to the general is hard. The question is can the fighter [I]behave like a thief[/I]. Can you make a fighter skilled enough to call himself a thief (rather than one strong enough no one argues when they call themselves a thief). In 3e with 2+Int skills? Not a chance. In 4e you actually can without seriously compromising your fighter as a fighter. But that still doesn't mean they behave like a member of the rogue class. Been there, done that. It's [I]very[/I] hard work in D&D (I speak from experience), although I would do it in something like [I]Legends of Anglerre[/I] or another [URL="http://www.kickstarter.com/projects/evilhat/fate-core"]Fate[/URL] based game, and I'll run [URL="http://www.kickstarter.com/projects/1116133034/margaret-weis-productions-cortex-plus-hackers-guid"]Leverage[/URL] or hacks of it without any prep. I believe you're talking about [URL="http://derailedgaming.wordpress.com/2011/08/12/gencon-2011-debrief-part-5/#more-72"]Leverage: The Dungeon Job[/URL] here. "[URL="http://community.wizards.com/wiki/Dnd:Eberron"]If it exists in the D&D world then it has a place in Eberron[/URL]" Why do you even need the coin? [URL="http://en.wikipedia.org/wiki/Amber_Diceless_Roleplaying_Game"]Amber Diceless[/URL] doesn't. Neither does [URL="http://thoughtfulgames.com/montsegur1244/"]Montsegur 1244[/URL]. And personally I'd prefer to use a [URL="http://www.tiltingatwindmills.net/"]Jenga tower[/URL]. The problem here is that you are taking metagame information like the name of a character's class and equating it with in character and mechanical information. There is value in the distinctions between classes - it allows for different approaches, stronger themes, and to have abilities in the game that should not be combined in a way you couldn't with a point-buy system. [/QUOTE]
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