Are you a refluffer?

Read some of the stories D&D magic was stylistically inspired by... Jack Vance... the wizards spells were incredibly idiosyncratic in my opinion probably the best way to handle the kind of variation seen would be to tell your players to never describe or name their spell the same way twice or they get a penalty on casting power.
 

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If the game is a way to tell a story about "real" characters, then refluffing the familiar to induce a sense of wonder is not only desirable... it is *necessary*.

Exactly. If I want a game where every PC has access to Thottbot---well I wouldn't run a game.

But turning a villain's fireball into the screeching souls of unbaptized children? Priceless.
 

Why? When something works exactly the same, why should they look completely different? I can understand the reasoning that divine magic would look different depending on the deity. But why should arcane magic not be "cut and dry"?
Because. It. Is. Magic.

If my players wanted to play in a setting where everything operated under the assumption of codified rules, I would break out my Twilight 2000 box set.

But luckily for all of us, the want to explore a world of magic and mystery. Then maybe the Evil High Priest with a dagger poised over the nubile body of the chieftain's daughter doesn't follow the guidelines on page 122 of the PHB.
 
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Read some of the stories D&D magic was stylistically inspired by... Jack Vance... the wizards spells were incredibly idiosyncratic in my opinion probably the best way to handle the kind of variation seen would be to tell your players to never describe or name their spell the same way twice or they get a penalty on casting power.

And if somebody asks why they didnt just use the same spell they did before they should be obliged to engage in an appropriate form of mystic psuedo scientific babble explaining star patterns and magical environmental flux and nexus lines or whatever else comes to mind. (This will grant them a bonus on their next casting)...or they might mention its the same spell but this batch of bat guano went bad during the last meteor storm.
 

Read some of the stories D&D magic was stylistically inspired by... Jack Vance... the wizards spells were incredibly idiosyncratic in my opinion probably the best way to handle the kind of variation seen would be to tell your players to never describe or name their spell the same way twice or they get a penalty on casting power.

I've given out too much XP in the last 24 hours, so I'm cluttering up this thread to tell you that I like this idea. :)

This would go really well with my favorite method for giving people a boost for playing well and being creative: blessed dice. I have a really pretty set of d4s that I hang onto, and when a player does something I like, I give him a "blessed" d4 that he can add to a dice roll. After that it looses its "charge", but he can give it to another player for something that player does, and that player can use it. I try to get two or three of them on the table in the first hour of play and just let them move around the table. It encourages a very friendly, praise-heavy environment that I find conducive to good roleplay.
 

Because. It. Is. Magic.

If my players wanted to play in a setting where everything operated under the assumption of codified rules, I would break out my Twilight 2000 box set.

Aha, so how is magic in D&D not completely codified, considering that it works without fail and can be reproduced at will with exactly the same result (speak: mechanics are always the same)?

[*]The guard's realmspike is 6ft long, steel tip affixed to a sanded oak shaft with rivets, and a red tassle dangles from the neck.
[*]The orc's urgsticker is 6.5ft long, with treantwood shaft surmounted by a pitted duskiron point collared with tiny spikes and vulture feathers.
[/LIST]
Mechanically, both are "spears/1d8/x3", though I don't tell the players this, of course, just as I wouldn't tell them if the orc's spear was poisoned or magical.

Exactly how is this different than the Merlin's Magic Missile versus Sauron's Sorcerous Slap of Force issue? By most reckonings, there's no difference save the presentation.

I sincerely don't understand the viewpoint that a fluff difference must reflect a mechanics difference, and am very much trying to.

Man, that's like saying all battle axes have to be single-edged Nordic-style affairs with a wooden haft and Celtic knotwork for decoration, because they all have the same speed factor and damage dice.

There is a bit more of a difference between glowing magic missiles shot out from a tuba and a knife which cuts at range (both magic missiles) than a spear with a 6ft shaft and a spear with a 6.5ft shaft.

First, the spear is clearly recognizable as a spear no matter what variant you have, not so with the magic missiles.
Second, the spears can be used for the same things and have the same limitations (except 0.5 ft length). Some reflavored spells here are vastly different from their originals.

For example the cutting at range knife is much more stealthy than the original magic missile and when its the 4E MM which can affect nonliving matter you can do some quite nice things with it casters with who use normal MMs can not.

Or take the sunflower seed spitter from a previous posts. Now you need ammunition for your spells. And so on.

When you only stay in "tactical combat mode" all those differences won't really matter, I agree. But by glossing over such differences you imo rob the players of the chance to be creative with those spells outside combat, either by saying that it doesn't work, hurting the flavour you actually wanted to create with the refluffing in the first place, or telling your players that they should be nice and not try to be creative.
Or you "say yes" and have unintended consequences where the refluffed spell is more useful than the original one.

Also, what do you think is "better"? The storm cleric having exactly the same spells as the sun cleric, just with a different look, or the two clerics actually having different spells?
In the end, saying that refluffing doesn't change anything doesn't work. It will change something. And thats why you should not do it on the fly just for coolness. If you want different spells, give them different spells. Thats even more "cool" and you do not have to worry about the refluff being better than the original.
It also helps the consistency of the world as imo its pretty illogical that dozens of spells look completely different from each other but behave in exactly the same way (and no, "Its magic" doesn't really cut it, as magic in D&D is very scientific and codified).
 
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I've given out too much XP in the last 24 hours, so I'm cluttering up this thread to tell you that I like this idea. :)

Well thanks for tha Karmic candy... and I agree carrots are better than sticks, not always as straight forward to implement though.
 

Add your own fluff to powers as long as it is appropriate to the mechanics...

If you refluff an axe to a dagger however i am no amused...
imagine players seeing a small guy without visible weapons... he suddenly draws a dagger which deals 1d12 damage...

In general fluff and mechanics must match so well that players can still anticipate from what they see... if they can´t rely on descriptions they are helpless...
 

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