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Fluffs or Feats? Your re-skinning thread
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<blockquote data-quote="EzekielRaiden" data-source="post: 6789474" data-attributes="member: 6790260"><p>In some cases, the line between "fluff" and "feat" (not the word I'd have chosen, since "feats" are already a <em>thing</em>,* but whatever) is table-dependent. Not because what you're doing changes, but because the value of certain things is not entirely context-free.</p><p></p><p>For example, one of the early replies talked about how the Cleric "wearing no armor (AC from chain)" or whatever, had to actually have the extra weight, the possibility that it could be sundered or eaten by a rust monster, etc. But in a campaign where weight is handwaved or completely ignored, whether or not the extra weight is present is meaningless. It becomes a fluff distinction and nothing more. Similarly, I have known of several people who would never use a rust monster in their games, because they consider it a textbook example of a particular kind of bad monster design driven by adversarial DMing (specifically, the "puzzle monster" that totally screws up a party that hasn't learned the secret solution, but is a total speedbump for one that has). So for a group that had both of those things--no "sundering" rules or monsters, and no attention paid to carry capacity/weight--then the difference WOULD be purely cosmetic, even on those axes. And thus the description change would be "fluff" and no more.</p><p></p><p>That said, though, I do think that the rough idea behind that poster's response is a decent one. "Refluffing is when you only change the names, not the numbers." It's not perfect, but it's not bad either.</p><p></p><p>*We reskin/refluff things that we already like how they <em>work</em>, but don't like how they <em>look/sound</em>. For changing how things <em>work</em>, the usual word is "houserule," but if we want it to refer narrowly to JUST minor alterations of, say, a class's basic features, I would call that <em>tweaking</em>. You (re)fluff things to change their appearance, without necessarily changing their effects. You tweak things to change their effects, without necessarily changing their appearance.</p><p></p><p></p><p></p><p>Yeah see I don't get this reply. What, exactly, do Clerics do that benefits from high Charisma? It's not like a Paladin, where literally every class feature that keys off an ability does so with Cha. The result is still a class that's MAD, wanting Wis and Cha instead of Wis and Str (or Wis and Dex). Also, if their "divine blessing" works like actual heavy armor, they get no bonus to AC from Dex--which is unlike any form of Unarmored Defense. (Presumably a suitably large "donation" to their church would be required to upgrade to better armor--and the best protection requires a <em>substantial</em> donation, say...1500 gp? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6789474, member: 6790260"] In some cases, the line between "fluff" and "feat" (not the word I'd have chosen, since "feats" are already a [I]thing[/I],* but whatever) is table-dependent. Not because what you're doing changes, but because the value of certain things is not entirely context-free. For example, one of the early replies talked about how the Cleric "wearing no armor (AC from chain)" or whatever, had to actually have the extra weight, the possibility that it could be sundered or eaten by a rust monster, etc. But in a campaign where weight is handwaved or completely ignored, whether or not the extra weight is present is meaningless. It becomes a fluff distinction and nothing more. Similarly, I have known of several people who would never use a rust monster in their games, because they consider it a textbook example of a particular kind of bad monster design driven by adversarial DMing (specifically, the "puzzle monster" that totally screws up a party that hasn't learned the secret solution, but is a total speedbump for one that has). So for a group that had both of those things--no "sundering" rules or monsters, and no attention paid to carry capacity/weight--then the difference WOULD be purely cosmetic, even on those axes. And thus the description change would be "fluff" and no more. That said, though, I do think that the rough idea behind that poster's response is a decent one. "Refluffing is when you only change the names, not the numbers." It's not perfect, but it's not bad either. *We reskin/refluff things that we already like how they [I]work[/I], but don't like how they [I]look/sound[/I]. For changing how things [I]work[/I], the usual word is "houserule," but if we want it to refer narrowly to JUST minor alterations of, say, a class's basic features, I would call that [I]tweaking[/I]. You (re)fluff things to change their appearance, without necessarily changing their effects. You tweak things to change their effects, without necessarily changing their appearance. Yeah see I don't get this reply. What, exactly, do Clerics do that benefits from high Charisma? It's not like a Paladin, where literally every class feature that keys off an ability does so with Cha. The result is still a class that's MAD, wanting Wis and Cha instead of Wis and Str (or Wis and Dex). Also, if their "divine blessing" works like actual heavy armor, they get no bonus to AC from Dex--which is unlike any form of Unarmored Defense. (Presumably a suitably large "donation" to their church would be required to upgrade to better armor--and the best protection requires a [I]substantial[/I] donation, say...1500 gp? :P) [/QUOTE]
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