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<blockquote data-quote="MerricB" data-source="post: 3795487" data-attributes="member: 3586"><p>In amongst the changes that the D&D designers are making to 4e, I hope they remember that the "fluff" of D&D is actually quite important.</p><p></p><p>Flavour matters.</p><p></p><p>Now, this may seem rather stupid and obvious (and it may be) when you look at the arguments over the revealed changes on EN World, but I thought it'd be a good idea to look at one of the most mechanically sound books in late-3.5e, which got sunk by an ill-considered story surrounding it:</p><p></p><p><em>Magic of Incarnum</em></p><p></p><p>If you look at one of the other new system books of late 3.5e - <em>Tome of Magic</em> - you couldn't get a bigger difference in reaction. <em>Tome of Magic</em> is mechanically, a mess. My overall impression of the reaction on the boards to <em>Tome of Magic</em> was "great ideas, pity about the mechanics".</p><p></p><p>However, <em>Magic of Incarnum</em> has the other problem: great mechanics, but the story behind the system - drawing on the power of souls - didn't connect with many people. Heck, <em>I</em> don't really like it that much. And the alignment restrictions? Huh? Why are they there?</p><p></p><p>As a result, <em>MoI</em> didn't even get a chance to be looked at.</p><p></p><p>A new book gets looked at for story (flavour), and gets played repeatedly if it has good mechanics.</p><p></p><p>Honestly, most of the changes I'm seeing to the "story" of D&D really connect for me. Sure, it's not quite the "story" of previous editions... but that story changed several times anyway, depending on what edition it was.</p><p></p><p>However, for some core elements, if the "story" elements don't connect... watch out!</p><p></p><p>(That's my main fear with Tieflings being included; much like Warforged in Eberron. Or Gnomes.)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3795487, member: 3586"] In amongst the changes that the D&D designers are making to 4e, I hope they remember that the "fluff" of D&D is actually quite important. Flavour matters. Now, this may seem rather stupid and obvious (and it may be) when you look at the arguments over the revealed changes on EN World, but I thought it'd be a good idea to look at one of the most mechanically sound books in late-3.5e, which got sunk by an ill-considered story surrounding it: [i]Magic of Incarnum[/i] If you look at one of the other new system books of late 3.5e - [i]Tome of Magic[/i] - you couldn't get a bigger difference in reaction. [i]Tome of Magic[/i] is mechanically, a mess. My overall impression of the reaction on the boards to [i]Tome of Magic[/i] was "great ideas, pity about the mechanics". However, [i]Magic of Incarnum[/i] has the other problem: great mechanics, but the story behind the system - drawing on the power of souls - didn't connect with many people. Heck, [i]I[/i] don't really like it that much. And the alignment restrictions? Huh? Why are they there? As a result, [i]MoI[/i] didn't even get a chance to be looked at. A new book gets looked at for story (flavour), and gets played repeatedly if it has good mechanics. Honestly, most of the changes I'm seeing to the "story" of D&D really connect for me. Sure, it's not quite the "story" of previous editions... but that story changed several times anyway, depending on what edition it was. However, for some core elements, if the "story" elements don't connect... watch out! (That's my main fear with Tieflings being included; much like Warforged in Eberron. Or Gnomes.) Cheers! [/QUOTE]
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