There is a huge difference between acknowledging that (as you call it) fluff or flavor or (as others might call it) meaning can be changed. But that is a giant, massive difference between that and, say, the repeated refrain some people have that flavor and fluff don't matter, because it's all mechanics.
I wholeheartedly agree with that.
It didn't come out as clear because my focus was on fluff/mechanics detachment, but I didn't mean to undermine or neglect the importance of fluff. Without it, things become meaningless as you say. I was advocating for the position that the meaning of a class or concept can be
changed to fit the themes of a setting/campaign, not
ignored.
What I call "fluff" is essential to the types of campaign i like to play, and internal consistency is a must. Only, and that is indeed my
opinion, I believe that the classes, as they are presented in the PHB, can exist with a different fluff than that for which they were originally designed. Including meta-concepts like divine vs arcane magic.
Then we have almost perfect agreement. Talking about internal consistency and using concepts in ways that make sense for the setting is really what this is about.
A very basic question might be ...(snip)
Well, I think I might be more liberal than you when it comes to re-skinning or re-fluffing, but I agree with most of your post. I think the no-god situation can be implemented in many ways, and other than me expressing a preference for one over the others, all are probably just as valid.
For for me it ultimately boils down to one factor: do I want to mess with the mechanics of D&D or not. Coming up with new classes, new archetypes, and new rules, is a fun hobby. I enjoy the process just as much as playing it, but there are other times where simplicity wins.
Here in this tread, the simplest solution in my mind was to leave everything as it is and change the meaning of divine vs arcane to fit a no-outside-power campaign.
'findel