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<blockquote data-quote="Theo R Cwithin" data-source="post: 5051396" data-attributes="member: 75712"><p>Not at all. However, I do generally assume that very few mechanics have (or even ought to have) any thematic component at all. </p><p></p><p>Most people's posts here aren't talking about actually changing the mechanics at all (that would be "homebrewing" imho). They're simply changing what the mechanics look like. My "Sorcerous claw" example above is exactly identical to "magic missile" in every respect-- except that it manifests as ghostly claws that swipe at the target, rather than bolts of force that shoot out and strike the target. The mechanics aren't changing, just the thematic presentation. And even the "Ghostspider bite" is effectively "magic missile" with a poison save attached-- a new spell, sure, but it operates according to established mechanics.</p><p></p><p>I often treat classes the same way. A class is a bundle of mechanics, nothing more. So a character might belong to The Brethren of Ohaldurim, wear a black cowl and blue sash, tithe, carry a polearm, and recite prayers thrice daily. But this character could mechanically be a fighter, sorceror or rogue as easily as a cleric or monk. Or all brethren are clerics, with the good and darkness domains, and proficiency with ranseurs. It just depends on the campaign.</p><p></p><p>Totally cool. To D&D is grand, but to homebrew is divine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm curious, though, if you've tinkered with the mechanics to handle, for instance, the thematic differences between sorcs and wizards? With respect to spell selection, they're basically identical. That's the sort of poorly-defined distinction (by RAW) that reskinning is really nice for, IMHO. Then it's easier to say things like:</p><p></p><ul> <li data-xf-list-type="ul">"Lord EvilSorc casually waves his hand, raking you with his <em>Sorcerous Claws</em> spell."</li> <li data-xf-list-type="ul"> "With a dozen finger wiggles, Prof. Maggie GoodMage and her students simultaneously launch a volley of <em>Magic Missiles</em>."</li> <li data-xf-list-type="ul">"Prince Pugilissimo, renowned Battle Sorc of the Realm, makes a fist and swings, his <em>Force Punch</em> almost knocking the enemy commander from his mount from 50 paces away!"</li> </ul><p>All these spells use exactly the same mechanics as Magic Missile, but are reskinned to fit the characters. In this example, academy wizards all learn the same variant on the spell, while spontaneous casters have their own personalized versions.</p><p></p><p>To each his own, I suppose. As long as it all works and the group's having fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5051396, member: 75712"] Not at all. However, I do generally assume that very few mechanics have (or even ought to have) any thematic component at all. Most people's posts here aren't talking about actually changing the mechanics at all (that would be "homebrewing" imho). They're simply changing what the mechanics look like. My "Sorcerous claw" example above is exactly identical to "magic missile" in every respect-- except that it manifests as ghostly claws that swipe at the target, rather than bolts of force that shoot out and strike the target. The mechanics aren't changing, just the thematic presentation. And even the "Ghostspider bite" is effectively "magic missile" with a poison save attached-- a new spell, sure, but it operates according to established mechanics. I often treat classes the same way. A class is a bundle of mechanics, nothing more. So a character might belong to The Brethren of Ohaldurim, wear a black cowl and blue sash, tithe, carry a polearm, and recite prayers thrice daily. But this character could mechanically be a fighter, sorceror or rogue as easily as a cleric or monk. Or all brethren are clerics, with the good and darkness domains, and proficiency with ranseurs. It just depends on the campaign. Totally cool. To D&D is grand, but to homebrew is divine :) I'm curious, though, if you've tinkered with the mechanics to handle, for instance, the thematic differences between sorcs and wizards? With respect to spell selection, they're basically identical. That's the sort of poorly-defined distinction (by RAW) that reskinning is really nice for, IMHO. Then it's easier to say things like: [LIST] [*]"Lord EvilSorc casually waves his hand, raking you with his [I]Sorcerous Claws[/I] spell." [*] "With a dozen finger wiggles, Prof. Maggie GoodMage and her students simultaneously launch a volley of [I]Magic Missiles[/I]." [*]"Prince Pugilissimo, renowned Battle Sorc of the Realm, makes a fist and swings, his [I]Force Punch[/I] almost knocking the enemy commander from his mount from 50 paces away!" [/LIST] All these spells use exactly the same mechanics as Magic Missile, but are reskinned to fit the characters. In this example, academy wizards all learn the same variant on the spell, while spontaneous casters have their own personalized versions. To each his own, I suppose. As long as it all works and the group's having fun :) [/QUOTE]
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