Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monsters are more than their stats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="D'karr" data-source="post: 4175077" data-attributes="member: 336"><p>You know these are very good points. Let me start by saying, I have not seen the full rules, but from looking at the two preview books it seems to me that 4e will still have fluff to cover those things.</p><p></p><p>It just won't have fluff that creates a "combat mechanic-only" box of dealing with things. In other words. The fluff will be there but it won't force you to use only the combat mechanics to deal with situations. By doing this it allows a DM or player to use the fluff, without worrying too much about what balance aspects a change of fluff will have on mechanics.</p><p></p><p>If the monster stat block has a section on a <em>Dominate</em> power, it means that the stat block is showing the DM what the creature can do in combat. And how that power is involved in a combat scenario. However, outside of combat the monster description might have some fluff or evocative description that gives the DM or players ideas of how the monster acts or thinks, but does not restrict them into thinking in combat terms.</p><p></p><p>So for example, the more descriptive text for the creature might have a small entry of how this creature loves to manipulate and corrupt mortals and uses it's guile and charms and X or Y rituals as a means to an end. All of these things are the "fluff" that is not constrained by combat mechanics. So you can have a Dominate Power (Combat Mechanic) that is used in combat, and you can have a Dominate Ritual (non-combat mechanic) that causes a long term change, or you can have a description of how the creature is able to corrupt because it is very good at convincing and insinuating and NPCs follow its lead (fluff with no mechanics).</p><p></p><p>Since I have not seen the full rules I can't say that this will be the way things are. However, just from the descriptive narrative I saw on the two preview books I can see how fluff can be injected into the game without having to have "rules" to manage it.</p><p></p><p></p><p></p><p>And this is where the DM is the final arbiter of what will work for his game and game group. The feeling of accomplishment for the heroes needs to come from the narrative the DM provides for them, not from the rules.</p><p></p><p>If a game mechanic forces the DM to end a result that the DM wanted to continue, then it has wrested creative control away from him. If the DM is forced by the rules to use in-combat powers for out-of-combat situations it becomes harder to work some things out. Of course a good DM will ignore it and continue to use what he needs but it can become contrived and cumbersome. Players that know the rules might start asking how come effect A is still working when obviously the time limit has elapsed. Then the DM is "forced" to come up with alternate methods that might be unsatisfying because he is going "against the rules." However, if the rules are mute about a situation or are based on a fluff description rather than a "well defined" combat mechanic, he still has to come up with a method for how this works, but he does not need to fight against the rules to do so.</p><p></p><p></p><p></p><p>I agree. What I'll say is that we have not seen the entirety of the books. I hate the term "fluff" because it makes it seem like these evocative descriptions are just extraneous. I agree that these "evocacriptions" (my own coined term) are important to stimulating those creative juices. Right now we just do not know what "evocacriptions" we'll see in the monster manual. But from looking at just the two preview books I have a good feeling about this.</p></blockquote><p></p>
[QUOTE="D'karr, post: 4175077, member: 336"] You know these are very good points. Let me start by saying, I have not seen the full rules, but from looking at the two preview books it seems to me that 4e will still have fluff to cover those things. It just won't have fluff that creates a "combat mechanic-only" box of dealing with things. In other words. The fluff will be there but it won't force you to use only the combat mechanics to deal with situations. By doing this it allows a DM or player to use the fluff, without worrying too much about what balance aspects a change of fluff will have on mechanics. If the monster stat block has a section on a [i]Dominate[/i] power, it means that the stat block is showing the DM what the creature can do in combat. And how that power is involved in a combat scenario. However, outside of combat the monster description might have some fluff or evocative description that gives the DM or players ideas of how the monster acts or thinks, but does not restrict them into thinking in combat terms. So for example, the more descriptive text for the creature might have a small entry of how this creature loves to manipulate and corrupt mortals and uses it's guile and charms and X or Y rituals as a means to an end. All of these things are the "fluff" that is not constrained by combat mechanics. So you can have a Dominate Power (Combat Mechanic) that is used in combat, and you can have a Dominate Ritual (non-combat mechanic) that causes a long term change, or you can have a description of how the creature is able to corrupt because it is very good at convincing and insinuating and NPCs follow its lead (fluff with no mechanics). Since I have not seen the full rules I can't say that this will be the way things are. However, just from the descriptive narrative I saw on the two preview books I can see how fluff can be injected into the game without having to have "rules" to manage it. And this is where the DM is the final arbiter of what will work for his game and game group. The feeling of accomplishment for the heroes needs to come from the narrative the DM provides for them, not from the rules. If a game mechanic forces the DM to end a result that the DM wanted to continue, then it has wrested creative control away from him. If the DM is forced by the rules to use in-combat powers for out-of-combat situations it becomes harder to work some things out. Of course a good DM will ignore it and continue to use what he needs but it can become contrived and cumbersome. Players that know the rules might start asking how come effect A is still working when obviously the time limit has elapsed. Then the DM is "forced" to come up with alternate methods that might be unsatisfying because he is going "against the rules." However, if the rules are mute about a situation or are based on a fluff description rather than a "well defined" combat mechanic, he still has to come up with a method for how this works, but he does not need to fight against the rules to do so. I agree. What I'll say is that we have not seen the entirety of the books. I hate the term "fluff" because it makes it seem like these evocative descriptions are just extraneous. I agree that these "evocacriptions" (my own coined term) are important to stimulating those creative juices. Right now we just do not know what "evocacriptions" we'll see in the monster manual. But from looking at just the two preview books I have a good feeling about this. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monsters are more than their stats
Top