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General Tabletop Discussion
D&D Older Editions
Flowery power names vs pragmatically descriptive.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7855421" data-attributes="member: 82106"><p>Honestly I much prefer the use of the standardized conditions instead of random assortments of effectively just about the same thing, which results in 900 different ways to depict 'confused' or 'poisoned' or whatever. I want to just get on with the game, not fiddle with trying to remember 42 different individual effects. This is a real beef I have with 4e, that it got away from that FAR too much. I mean, there might be a very specific flavor reason now and then to want something different, but then what happens when people REFLAVOR? Its really just an impediment to good easy clean design and should have been used MUCH MUCH MUCH more sparingly, if at all.</p><p></p><p>I'd point out that one could criticize flowery power names in a similar way, they could inhibit reflavoring the narrative explanation, but I think most players are capable of sorting that out, and it isn't like generic names are lacking in flaws either. Mostly I think the notion that you should have generic at-wills and more specific encounter/daily power names/flavors makes some sense.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7855421, member: 82106"] Honestly I much prefer the use of the standardized conditions instead of random assortments of effectively just about the same thing, which results in 900 different ways to depict 'confused' or 'poisoned' or whatever. I want to just get on with the game, not fiddle with trying to remember 42 different individual effects. This is a real beef I have with 4e, that it got away from that FAR too much. I mean, there might be a very specific flavor reason now and then to want something different, but then what happens when people REFLAVOR? Its really just an impediment to good easy clean design and should have been used MUCH MUCH MUCH more sparingly, if at all. I'd point out that one could criticize flowery power names in a similar way, they could inhibit reflavoring the narrative explanation, but I think most players are capable of sorting that out, and it isn't like generic names are lacking in flaws either. Mostly I think the notion that you should have generic at-wills and more specific encounter/daily power names/flavors makes some sense. [/QUOTE]
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