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<blockquote data-quote="Derren" data-source="post: 5051565" data-attributes="member: 2518"><p>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)?</p><p></p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p>First, the spear is clearly recognizable as a spear no matter what variant you have, not so with the magic missiles.</p><p>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.</p><p></p><p>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.</p><p></p><p>Or take the sunflower seed spitter from a previous posts. Now you need ammunition for your spells. And so on.</p><p></p><p>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.</p><p>Or you "say yes" and have unintended consequences where the refluffed spell is more useful than the original one.</p><p></p><p>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?</p><p>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.</p><p>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).</p></blockquote><p></p>
[QUOTE="Derren, post: 5051565, member: 2518"] 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)? 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). [/QUOTE]
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