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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Fluff that plays bad (and how to fix it in 4e)
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<blockquote data-quote="FireLance" data-source="post: 3763811" data-attributes="member: 3424"><p>While there has been a lot of discussion on possible rule changes and their potential effects on game play, there hasn't seemed to be much talk on how changing the flavor might make the game run more smoothly.</p><p></p><p>Is this is because a lot of problematic flavor has been removed over the editions, such as flavor that could result in intra-party conflict (dwarves and elves, or barbarians and spellcasters), or flavor that could make a character disposed to give up adventuring (hobbit-like halflings)? Disclaimer: I know that intra-party conflict can work with the right group, but in many groups, it's not a good idea to have PCs that are inclined to distrust each other by default. And while the reluctant adventurer is an interesting character concept, it's a lot of work for the DM if the player expects him to keep supplying reasons for the character to continue adventuring.</p><p></p><p>Is this because it is easier for us to ignore problematic flavor than it is for us to ignore problematic rules?</p><p></p><p>The one example of problematic flavor in 3e that I can think of offhand is that of the paladin's code. It's technically a rule, because there are mechanical implications if a paladin PC violates his code. However, even if paladins could not fall, it has the potential to create intra-party conflict. Of course, since paladins will not be limited to Lawful Good in 4e, it's likely that this will no longer be an issue.</p><p></p><p>Can you think of any other examples of problematic flavor? How would you fix them in 4e?</p></blockquote><p></p>
[QUOTE="FireLance, post: 3763811, member: 3424"] While there has been a lot of discussion on possible rule changes and their potential effects on game play, there hasn't seemed to be much talk on how changing the flavor might make the game run more smoothly. Is this is because a lot of problematic flavor has been removed over the editions, such as flavor that could result in intra-party conflict (dwarves and elves, or barbarians and spellcasters), or flavor that could make a character disposed to give up adventuring (hobbit-like halflings)? Disclaimer: I know that intra-party conflict can work with the right group, but in many groups, it's not a good idea to have PCs that are inclined to distrust each other by default. And while the reluctant adventurer is an interesting character concept, it's a lot of work for the DM if the player expects him to keep supplying reasons for the character to continue adventuring. Is this because it is easier for us to ignore problematic flavor than it is for us to ignore problematic rules? The one example of problematic flavor in 3e that I can think of offhand is that of the paladin's code. It's technically a rule, because there are mechanical implications if a paladin PC violates his code. However, even if paladins could not fall, it has the potential to create intra-party conflict. Of course, since paladins will not be limited to Lawful Good in 4e, it's likely that this will no longer be an issue. Can you think of any other examples of problematic flavor? How would you fix them in 4e? [/QUOTE]
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Fluff that plays bad (and how to fix it in 4e)
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