DragonLancer
Adventurer
25% Crunch / 75% Fluff.
To me, fluff is far more important and useful than extra rules, spells and the like.
To me, fluff is far more important and useful than extra rules, spells and the like.
Psion said:if you can't write good, pertinent fluff (and I don't use the term flavor, because flavor almost defines "impertinent" to me), then I'd rather you spend more time on crunch.
In the early going, I really hated fluff heavy supplements, or at least I thought I did. But that's until I read a product that had good fluff in it. Then I realized that a lot of fluff I disdained really isn't all that good.
Brother MacLaren said:The absolute best 3.5 book was "Lords of Madness," for its fluff content. BECMI had some great supplements (the Gazetteers) that were maybe 95% fluff and 5% crunch. 2E's class books varied, with some heavier on the crunch and some on the fluff. In some cases, even when they had crunch, they managed to restrain themselves and limit the crunch to options that didn't increase power (such as Complete Priest and, IIRC, Complete Thief). Unfortunately, the Players' Option set didn't have that restraint.
InVinoVeritas said:Hooo yeah.
The Complete Thief's Handbook is still my favorite splatbook. However, it's quite divided on fluff vs. crunch. The kits and equipment broaden options without adding power; there is still no arms-racing there. It also talked about how to make a thieves' guild, which is precisely the sort of DM-fluff that I just described. .
Player's Option, though, was Crunch Gone Wrong. It was all about the adding rules so that the rulesmonger could break the game better.
Greg K said:Are we talking about PO: Skills and Powers or the entire line. I thought PO: Spells & Magic and PO: Combat and Tactics were both pretty good. The latter definitely had some influence on 3e combat while the former had some things I wish had been core in 3e.