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<blockquote data-quote="Dausuul" data-source="post: 5883543" data-attributes="member: 58197"><p>Then nothing can ever be re-fluffed, because even the most trivial change affects the potential uses of the spell.</p><p></p><p>Look, suppose I said I wanted <em>scorching burst</em> to have black fire instead of bright orange. That's a textbook example of what is typically meant by "re-fluffing." But now I can do things with it that weren't possible with the original! The old <em>scorching burst</em> is highly visible at night or in a dark cave. You have to be careful not to draw unwanted attention. The new version is far more stealth-friendly.</p><p></p><p>Now, is it still balanced in its new form? I would say so. The benefit is relatively minor, and there are drawbacks as well (I can't use it to signal allies from a distance). But at a glance, the ancient-dragon thing would appear to be the same way; it's just tweaking the appearance. I could slide that change past any number of 4E DMs, and they wouldn't realize what they'd agreed to until I started breaking the game with it. You can't know whether a change is balanced until you put on your game design hat and think about consequences, and 4E's approach does not save you from that.</p><p></p><p></p><p></p><p>But it's lying! I didn't change any of the "crunch" text. If there were a power that was created from the beginning to be "Ancient dragon swoops down and breathes fire in a burst 1 for 1d6 + Int fire damage, then flies away," its statblock would be exactly identical with that of <em>scorching burst</em>.</p><p></p><p>What 4E is really doing with its purported "fluff" versus "crunch" distinction is separating the "tactical combat game" part of 4E from the "role-playing game" part. My ancient-dragon-burst spell has the exact same effect on tactical combat as traditional <em>scorching burst</em>. It's only when you step back and start to view the game world as an integrated whole, where monsters are living creatures instead of robotic battle drones, that ancient-dragon-burst becomes brokenly powerful.</p><p></p><p>Some folks like having the sharp distinction where "roll initiative" means "we're playing an abstract board game for the next 45 minutes." I have come to hate it. I want combat, exploration, and roleplaying to mesh together smoothly. D&D should be one game, not two.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5883543, member: 58197"] Then nothing can ever be re-fluffed, because even the most trivial change affects the potential uses of the spell. Look, suppose I said I wanted [I]scorching burst[/I] to have black fire instead of bright orange. That's a textbook example of what is typically meant by "re-fluffing." But now I can do things with it that weren't possible with the original! The old [I]scorching burst[/I] is highly visible at night or in a dark cave. You have to be careful not to draw unwanted attention. The new version is far more stealth-friendly. Now, is it still balanced in its new form? I would say so. The benefit is relatively minor, and there are drawbacks as well (I can't use it to signal allies from a distance). But at a glance, the ancient-dragon thing would appear to be the same way; it's just tweaking the appearance. I could slide that change past any number of 4E DMs, and they wouldn't realize what they'd agreed to until I started breaking the game with it. You can't know whether a change is balanced until you put on your game design hat and think about consequences, and 4E's approach does not save you from that. But it's lying! I didn't change any of the "crunch" text. If there were a power that was created from the beginning to be "Ancient dragon swoops down and breathes fire in a burst 1 for 1d6 + Int fire damage, then flies away," its statblock would be exactly identical with that of [I]scorching burst[/I]. What 4E is really doing with its purported "fluff" versus "crunch" distinction is separating the "tactical combat game" part of 4E from the "role-playing game" part. My ancient-dragon-burst spell has the exact same effect on tactical combat as traditional [I]scorching burst[/I]. It's only when you step back and start to view the game world as an integrated whole, where monsters are living creatures instead of robotic battle drones, that ancient-dragon-burst becomes brokenly powerful. Some folks like having the sharp distinction where "roll initiative" means "we're playing an abstract board game for the next 45 minutes." I have come to hate it. I want combat, exploration, and roleplaying to mesh together smoothly. D&D should be one game, not two. [/QUOTE]
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