The name of the thread is "Do Classes Have Concrete Meaning in Your Game?" So we all should be speaking from the perspective of how it works in our game.
As far as your claim that I am defining the fluff, that isn't accurate. I am using the fluff from the game materials. Where I have changed names or limited presence of certain elements, that is to represent where that official fluff is appropriately present in my world. Saying that there aren't representatives of the Monk class that lack connection to an Asian martial arts tradition is simply taking a less anachronistic view of a setting than many--it is in no way redefining the class fluff. Heck, if anything it is reinforcing it.
As I mentioned above, unless I have different books than other people, the 5e books themselves define fluff. If you aren't using the fluff in the books, then you are redefining it--not me.
The fluff in each class write-up are not game rules. They are mere examples intended to help you launch your imagination. They have absolutely no limiting effect on
my fluff. What
does affect my fluff is the class's crunch. I have to be able to explain, in game, the stuff I do in game.
Did your spy train in an environment of ascetic contemplation, seeking to perfect their body, mind, and spirit, and thereby acquire the ability to supernaturally empower their unarmed (and monk weapon) attacks and other physical and mental capacities?
She was trained by various skilled individuals over a period of about 50 years, to do the stuff on her character sheet (and to develop the stuff that
will be on her sheet as she levels up). For her people (a mixed wood/high elf population of the High Forest), 'magic' is interwoven in the very fabric of the world and of life itself. Whether you
call that magic 'arcane' or 'divine' or 'ki', individuals can learn to tap it for various effects using varying methods.
From her perspective, there is no artificial divide between the stuff she does that come from the mechanics of the Rogue class and those that come from the Monk class. She doesn't consider herself 'multiclassed'; that's a game mechanic. She doesn't consider herself a 'monk' because she has no association with a monastery. She doesn't consider herself a 'rogue' because she fulfils her missions as ordered, and there is no 'disobeying an order' during a mission, just 'making a judgement call on the ground'.
What's more, no other creature could credibly meet her and come to the conclusion that she is 'monk', 'rogue', or both. She is an individual, just like everyone else. (I'm not!)(Shut up!)
In game, she is a member of The Elves of the High Forest, which is a minor faction, akin to The Harpers or The Emerald Enclave. As PotA writes, they are dedicated to the long term goal of uniting the disparate tribes of elves in the High Forest into a single kingdom based on the old elven kingdom of Earlann that included the High Forest thousands of years ago.
She is also a member of a secret group
within the Elves of the High Forest, called The Tears of Shevarash, The Lachrymae Shevarash. These are hardcore field agent types, special forces, that kind of thing.
Now, it would be entirely possible for a DM to introduce a Prestige Class called Lachrymae Shevarash, and design game mechanics. But this is only
coincidentally the same name in game as it is in game mechanics. The DM could have called the PrC 'Elven Special Agent', but they would still be 'Lachrymae Shevarash' in game.
But I don't want that; it would be too limiting. Not every Lachryma Shevarash has the same identical cookie-cutter abilities. They are made up of individual elves who have a useful combination of abilities that would be valuable to a secret organisation which uses stealth and information-gathering as much as it uses violence. There could be a place for members of any class, but not any type of behaviour. If you are the type of paladin that cries, "Aha! Prepare to meet your doom at the hands of the Lachrymae Shevarash!", then this organisation is not for you. But if you are the type of paladin that quietly does what needs to be done and then slips away, that could work.
If they did, then you are fine by the fluff. You could even stretch it outside of an Asian theme, if you can position such a tradition in another culture.
But using the class to simply represent improved unarmed combat skills is a complete refluffing of the class, it is not within the boundaries of the class as presented.
Again, the fluff in any class description does
not define the
only allowable fluff with which this class can be played.
Now, I'm not actually saying that's bad. I'm just saying that that isn't how I run my D&D games, and that I'd rather preserve the iconic fluff presented in the official D&D materials, and channel other character concepts into systems that allow them to be expressed "natively", without fluff hacking.
I might be phrasing this harshly, but it sounds like you only allow 12 character concepts in you game, or 36 if each class write-up has 3 example fluff paragraphs. And if a player wants to play using the exact mechanics in the book but explain those abilities sensibly using his own fluff, you tell him to play another system.
But the intent of the written fluff for each class is not to
limit the fluff of a PC. The classes are intended to cope with a
huge variety of fluff between them.
To test this, take any character from (non-D&D related) fantasy fiction, and have 10 different people separately stat him up. You would not expect 10 identical character sheets. If Conan was your choice, how many sheets would include levels of rogue? They should, yet Conan is the archetype that the barbarian character class was built upon.
If I wanted to stat up Gavin Deathstalker from R. Green's novels, I know that Gavin is a civilised noble whose family line has artificial organs implanted in their bodies that can inject large amounts of adrenaline and combat drugs into their bloodstream at will. This gives them abilities that closely resemble Rage in game mechanics. Even the limited uses per day is explained that the body only has so much of the stuff and it takes those organs time to replace it. Yet some DMs would impose
their fluff on
me, claiming that
all barbarians 'must' come from the wilderness.
The game isn't made that way. It's made so that you can have any fluff at all, so long as that fluff somehow explains the abilities you have, and Gavin Deathstalker's implanted organs explain his Rage game mechanic at least as well as "I live outdoors" or "I like chewing the edge of my shield"
"But how does civilised, aristocratic Gavin explain his Nature skill?" Well, he needn't have that skill! Or, if he has, he can describe Gavin as a keen huntsman, or anything else that makes sense.
What is
unreasonable is to claim that you cannot possibly be an expert in unarmed combat unless you were raised in a place where religious lay-persons go to contemplate philosophy.
I should add, that if I'm correctly interpreting your stance (and I may not be), we appear to be brushing up against a self-determination/self-definition issue. Since I myself am pretty passionate about a person's right to do such, I have great respect for others that feel the same way. Since we are talking about character boundaries within the scope of an RPG, and that just doesn't ping as personally important to me on my self-determination radar, I'm coming at the entire question without any reference to self-determination, and focusing on published iconic fluff and how to apply it in one's game. As such we are more likely to talk past each other than to each other.
You have a point here. For me, the DM controls
everything in the world....
except the PCs. The PCs are the
only thing the player controls (within the rules, of course. Fluff is not rules). The biggest crime a DM can perpetrate on his players is to take that agency away.
If a DM said, "No,
your character wouldn't do that!" then he's talking out of his arse. Players aren't playing a part written by someone else, they are playing a part that they themselves are creating, even if they should do so in a believable way bearing in mind the world around them.
A DM has the fluff of his campaign world, and this is impossible to do without. But if a DM says that 'Hit Points are known about in game, and the creatures in the world can sensibly ask, in character, "How many hit points are you down to?"', then my reaction isn't so much to criticise the sentence which ends in a preposition, and much more to enquire, 'Are you out of your mind?'
'Class' is a game mechanic. Creatures in the game can have no conception of the game mechanics.
The names of the classes are just words in game, not tied to game mechanics. You can call anybody a 'fighter' but that won't give away any class abilities. There may very well be organisations that use the same
name as a game mechanic class, but since the class names are intended to be somewhat descriptive (you've got to call them something, and it's going to be something with an association with the stuff they can do), but the name of an in game organisation is not and cannot be exactly the same definition of the game mechanics that describe a class.
And once more, fluff is not rules.