Arial Black
Adventurer
This is kind of missing the point - if a class is an element of fiction, not just an abstract rules chassis, then the story material associated with it isn't a "fluff example," it's as much a part of the class as the mechanics are - they are a package deal.
'If class is an element of fiction...' But game mechanics rearing its head in the in-game fiction is not part of the rules of D&D-5E or any other edition-even if you choose to do so in your game.
Personally, I like both of those options much better than a re-skin.
You have your likes and dislikes, and I have mine. You are forcing your players to adhere to your likes, not their own, if you say that the game mechanic of 'class' is knowable to the inhabitants of the world. This would result in a game like the OotS comic, where the characters seem aware of their game mechanics, for comedy value.
I couldn't take such a game seriously.
I remember in an early game of AD&D joining a game in an RPG club, and another player asked-in character, mind you!-"What are you?". I replied, in character, "Er...Sagittarius, I think...why?". Even in the '70s I knew that 'character class' was a game mechanic, as unknowable to creatures in-game as hit points.
No one thinks that. For one, subclasses are seen as descriptive, not proscriptive - these are three (ish) examples of different takes on this class. There may be more. Heck, in a game that uses the SCAG + PHB, there explicitly ARE more! And part of the fun of linking fiction and mechanics is in finding a new fictional home for any novel mechanics that your table might need.
I don't need new mechanics. My PCs are made according to the existing rules. Fluff is not rules.
I imagine there are many who don't really care what the fiction is as long as the mechanics "work," and vice versa. I've certainly played with players that would fall into those camps. It's a legit preference - some folks love the flexibility of a system where the fluff doesn't matter (I still miss some of the flexibility of 4e!), some folks don't care what the mechanics do as long as they can pretend to be their awesome character and talk in funny voices with their friends (this can be especially true of newbies - a newbie in my in-person game is useless when it comes to remembering how his character works, but his PC is notable and prominent and interesting).
I'm the kind of guy who makes a detailed backstory for every character I play, whether or not the other players or the DM cares about 'role-playing' at all.
The conditions for getting supernatural martial arts are right there in the class that gets supernatural martial arts - training and asceticism, just to go by the prominent header.
A useful suggestion. But not a rule. Nor is a monastery the only possible source of training and/or asceticism.
And we do know if the accuracy is luck or skill, because a fighter can come up and tell you "I trained with the Warriors of Valhalla to improve my skill at arms," while someone who just rolls a lot of lucky 20's doesn't have that narrative.
If you mean that the creatures in the world know if a person has the game mechanic that lets him crit on 19-20, rubbish!
Working in casinos for over a quarter of a century is enough to show me that the objective chance of an occurrence is not forced to result in those occurrences happening in the proportions predicted. The fighter's player may roll a crit on 19-20, but what would those who observe the character in-game see? They would see that, sometimes, the guy gets a really good blow in. There is no way for those creatures to know any metagame reason for that more than usually effective blow; he could have rolled high damage without a crit, or low with a crit. He might be strong and have enchanted weapons. It might be a Divine Smite. He might have rolled 20 more times than usual.
There is no possible way the creatures in game know that a particular blow was a crit, or that the crit was caused by a nat 20 not a nat 19, deducing what his 'class' was as a game mechanic.
Now, you can certainly invent a special cadre of fighters whose 'crit on 19+' ability as fluffed as a particular technique, known only to them. But I can just as easily fluff the same mechanic as being....anything I can think of! Was it a destiny passed down through the generations? A totally different technique that looks nothing like yours, but results in the same mechanic? That's up to me, not you.
Similar to the above point - classes are descriptive, not prescriptive. They say "these are things that members of this class can do," not "these are the ONLY things that members of this class can do." I'm not interested in saying X is allowed and Y is forbidden, I'm interested in saying "tell me more and lets find a way to represent that mechanically."
The fundamental problem I have with each of the above character concepts is that they have no tethers to the rest of the game via the world or the other characters to help describe their differences. They all fail to ask why this happens. They are different, but they don't get specific or relevant about their differences. It's all empty color, calling a rabbit a smeerp, making a distinction without a real difference. So if a player wanted to play these PC's, I'd want to add flesh to these bare bones and make them distinct and meaningful in ways that anchor them mechanically and to the fiction.
If you write your PC's spellbook in hieroglyphs, why don't you use normal wizard sigils? Where did you learn these hieroglyphs? Who taught them to you? Did they use hieroglyphs in their spellbook? What languages do you know - are any of them hieroglyphs? Explain them to me, and explain what their context is. And maybe I'll ask you to use one of your language selections to invent or learn this special hieroglyphic magical language (which could be helpful in that enemy mages aren't likely to know it!), and connect an NPC or a dozen to this foreign wizardry tradition that you are now a part of. Mechanical connection (heiroglyphic language). World connection (a group of heiroglyph-using wizards).
If your PC acquired wild sorcery through a cursed tome, what's the story of that tome? Where did you find it? What happened to it afterwards? Is it unique, or do others exist? Did you fear your family reading it? Did you meet other wild mages when you transformed? How did you learn to control this weird tome curse? Explain it to me, explain what its context is. And maybe I'll say that there's an ancient empire of magic whose spells are becoming unstable as they age and decay and that book is still a part of your inventory, in fact it's a cursed item that you can't seem to get rid of, and there's several known wild sorcerers who come from this empire's rotting magic and they all have strange cursed items that are a part of them and are seeking ways to remove the curse and master the wild sorcery as much as possible in the meantime. Mechanical connection (cursed tome). World connection (sorcerers linked to the dying magic of a fallen empire).
If your PC learned their monastic tradition from a talking magpie, what's the story of that magpie? Is it some cursed monastic master who travels the world teaching children his nearly lost tradition? Is the martial arts you were schooled in similar to one of these other monasteries that exist, or is it something new? Are you the magpie's only student, or does its migratory route feature several stop-overs where it teaches young apprentices its spiritual ways? Did your family think you were mad when you, say, sat and meditated under a waterfall because a magpie told you to? Explain it to me, explain what its context is. And maybe I'll say there's a missing grand master of flowers from a distant monastery of the Open Fist who betrayed a witch and is training students to extract his vengeance. And when a strange-looking man from a distant land shows up at your garden with some bright orange pajamas for you to wear and insists that you come with him, your life of adventure began. Mechanical connection (Way of the Open Fist). World connection (other Way of the Open Fist monks).
Now that's what I'm talking about! Instead of "You're not allowed to play a character with monk levels unless he was raised in a monastery", talk to the player as in the examples above.
The rogue/monk I've mentioned before has a place in the world, membership of an organisation published in the PotA book, membership of a secret organisation within the first organisation (that I made up, using elements existing in Forgotten Realms lore), a backstory, goals....I even re-fluffed my shortsword as a Chinese Jian without changing any game mechanics (although I would never re-fluff it as a greatsword!). I have created a future path for her in terms of the order she takes her monk and rogue levels, with an in-game story as to why, and had her training resembling special forces training adjusted by the expectation of 'elves' and 'magic'.
To hear suggestions that, no matter how I connect my character to the world, I'm not allowed to play the Mechanics already approved, simply because I created my own fluff, and because the DM thinks the inhabitants of our imaginary worlds are aware of the game mechanics that govern them, is my objection.