Fluff 'n' Crunch.

dead said:
I'm just getting familiar with these terms but I think I need some more help in grasping them.

Now, we can pick out some easy examples. For example: an attack bonus = crunch. The *look* of a halfling: whether it's hobbit-like or kender-like = fluff. But what happens when the very rules (the crunch?) alter the look, feel and story-stuff (fluff) of the game world?

Some examples from D&D:

Arcane/Divine magic divide
Spell-slots and memorization

Are these things fluff or crunch? On one hand they're rules (crunch?) but on the otherhand they're stuff that is *visible* in the world-setting and, thus, a part of the story (fluff?).

I'm sure there's more examples.
Sometimes "fluff" is used to explain why such rules exist in the fantasy world the game is set in.
 
Last edited:

log in or register to remove this ad

reanjr said:
There's serious flaws to the spell slot exaplanation you may not have thought of. For instance, how does the final casting a fireball not set off all three you have memorized? Why can't someone else cast the final part of the spell? Why can't you just spend more time pre-casting more spells?

All spells have a time-sensitive component that is based on the motions of the magical weave in the multiverse (in other words, the motions of ALL the planes). When a mage is preparing it, a few simple calculations are needed to "time" the spell correctly. As a result, the final words and gestures may vary slightly in pronunciation and positioning, even though it's the same spell. This is also why it's necessary to make a Spellcraft check to identify a spell being cast - if it were nothing more than recognizing a few dozen gestures and words, ANY clod could do it.
 

Remove ads

Top