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Presentaion of Spells: To Prose or Not To Prose?
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<blockquote data-quote="steeldragons" data-source="post: 5904537" data-attributes="member: 92511"><p>[MENTION=607]Klaus[/MENTION] , I didn't vote. I am inclined to say I don't like any of them...but that's more the mechanics talking to me than the format.</p><p></p><p>As noted, not the point.</p><p></p><p>So, with the "crunch" taken out of the equation...I'm partial to C.</p><p></p><p>Give me the "stat block" up front...as you noted, a la the earlier editions so it's right there and I can look at whatever I need to right away.</p><p></p><p>Follow it up with the fluff. For me, your fluff examples are a bit tight. MORE FLUFF, says I! </p><p></p><p>It's maaaagic. It's [or hopefully it's] sparking/speaking to my imaginaaation. I want a very clear picture of "how it works/appears - in the game world." Maybe gie an example "in play". I can always alter it as desired in my game/world. But a baseline to work with is desirable.</p><p></p><p>They don't have to be long! other than biggie spells, maybe. But more than a few lines, once you get passed 1st or 2nd level spells, is preferable.</p><p></p><p>Oh, and in the case of...was it Lanefan?...the poster who wanted the components included. I think that can go in...or after...the fluff. Again, a la the older editions. If you want to use/track components and limit spellcasting in that way ("you've used up your sand and didn't get any when you were last in town/on the beach" or "your hands are bound, no casting for you"), it should be easily accessible to incorporate or not. Putting it after the stat block/at the end, makes it easily ignorable for those who are just looking at the stat block.</p><p></p><p>I am inclined to think people that want that level of flavor/fluff/color in their games are the ones who are reading the fluff first...so components make sense there.</p><p></p><p>Whatever is included in the stat block, it should be short! 5 maybe 6 lines tops. I think [MENTION=29398]Lanefan[/MENTION] 's list of what is needed as crunch is spot on...with putting the components at the end...and a line of "keywords" at the top -which to me, for Sleep, needs be nothing more than: "Enchantment, Mind-effecting."</p><p></p><p>"Save ends" doesn't need to be in the stat block. It's a spell! It should have a duration...and other than shaking someone awake or attacking them, the spell lasts /this/ long.</p><p></p><p>(and yes, Still and Silent Spell should burn in a fire...and bring back combat casting interruptions -proclaim casting before 'nish. Got hit? Spell *fiiizzhal*. Shut up all the "MUs are too powerful" whining.)</p><p></p><p>So...yeah...go with C...with the above alterations/recommendations.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5904537, member: 92511"] [MENTION=607]Klaus[/MENTION] , I didn't vote. I am inclined to say I don't like any of them...but that's more the mechanics talking to me than the format. As noted, not the point. So, with the "crunch" taken out of the equation...I'm partial to C. Give me the "stat block" up front...as you noted, a la the earlier editions so it's right there and I can look at whatever I need to right away. Follow it up with the fluff. For me, your fluff examples are a bit tight. MORE FLUFF, says I! It's maaaagic. It's [or hopefully it's] sparking/speaking to my imaginaaation. I want a very clear picture of "how it works/appears - in the game world." Maybe gie an example "in play". I can always alter it as desired in my game/world. But a baseline to work with is desirable. They don't have to be long! other than biggie spells, maybe. But more than a few lines, once you get passed 1st or 2nd level spells, is preferable. Oh, and in the case of...was it Lanefan?...the poster who wanted the components included. I think that can go in...or after...the fluff. Again, a la the older editions. If you want to use/track components and limit spellcasting in that way ("you've used up your sand and didn't get any when you were last in town/on the beach" or "your hands are bound, no casting for you"), it should be easily accessible to incorporate or not. Putting it after the stat block/at the end, makes it easily ignorable for those who are just looking at the stat block. I am inclined to think people that want that level of flavor/fluff/color in their games are the ones who are reading the fluff first...so components make sense there. Whatever is included in the stat block, it should be short! 5 maybe 6 lines tops. I think [MENTION=29398]Lanefan[/MENTION] 's list of what is needed as crunch is spot on...with putting the components at the end...and a line of "keywords" at the top -which to me, for Sleep, needs be nothing more than: "Enchantment, Mind-effecting." "Save ends" doesn't need to be in the stat block. It's a spell! It should have a duration...and other than shaking someone awake or attacking them, the spell lasts /this/ long. (and yes, Still and Silent Spell should burn in a fire...and bring back combat casting interruptions -proclaim casting before 'nish. Got hit? Spell *fiiizzhal*. Shut up all the "MUs are too powerful" whining.) So...yeah...go with C...with the above alterations/recommendations. --SD [/QUOTE]
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