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<blockquote data-quote="Sadrik" data-source="post: 6127244" data-attributes="member: 14506"><p>I completely agree with what you are saying. The crunch is what makes the item or ability or feat interesting the fluff should match the ability pound for pound. A triple back flip mega monster twin headed mega chop, if it is a maneuver that does 2d6 damage, it is just a maneuver that does 2d6 damage.</p><p></p><p>Using that as a springboard. How does background fluff define a character though. To take the extremes, do you need a year by year analysis of the life of the character and how it affected their adventuring life today or simply he was a trapper? Which was more adequate? It is probably dependent on the campaign, the DM and the player. </p><p></p><p>I actually think that too much description even in the fluff can be bad, when it comes to character creation. This is different than say a magic item which is very campaign/DM controlled. For an item, I want the DM to give me lots of descriptions and background and make the item unique and interesting. For character creation I want the fluff to be written very open with out an emphasis on it has to be this way. I want to be able to design what my character is like I do not want someone else to inform me on how it is like. That said I like ideas, if the gladiator sub-class comes out and says you adventure because you fight in an arena and you are awful at it and dont make enough money so you decided to take up adventuring. Without any other alternatives, you are left with this sucks! So fluff where it can be very good, it can also straight jacket something and make it uber lame.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6127244, member: 14506"] I completely agree with what you are saying. The crunch is what makes the item or ability or feat interesting the fluff should match the ability pound for pound. A triple back flip mega monster twin headed mega chop, if it is a maneuver that does 2d6 damage, it is just a maneuver that does 2d6 damage. Using that as a springboard. How does background fluff define a character though. To take the extremes, do you need a year by year analysis of the life of the character and how it affected their adventuring life today or simply he was a trapper? Which was more adequate? It is probably dependent on the campaign, the DM and the player. I actually think that too much description even in the fluff can be bad, when it comes to character creation. This is different than say a magic item which is very campaign/DM controlled. For an item, I want the DM to give me lots of descriptions and background and make the item unique and interesting. For character creation I want the fluff to be written very open with out an emphasis on it has to be this way. I want to be able to design what my character is like I do not want someone else to inform me on how it is like. That said I like ideas, if the gladiator sub-class comes out and says you adventure because you fight in an arena and you are awful at it and dont make enough money so you decided to take up adventuring. Without any other alternatives, you are left with this sucks! So fluff where it can be very good, it can also straight jacket something and make it uber lame. [/QUOTE]
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