Chris_Nightwing
First Post
My worry is that too much implied flavour will stifle the creativity of my players, confuse people when other settings are released and detract from making a more universal set of mechanics for fantasy roleplay. D&D has its inherent themes, and they're fine, but I really draw the line at naming the college that all Warmages go to, or providing magical traditions that are sufficiently complex that you can't just plug and play your own (which Noonan seemed to suggest).
I want good, solid mechanics that aren't caught up in fluff. Yes, there has to be some, but the sort of level we had in the 3.X PHB was fine for me. Even the 'Barbarians don't like Paladins' stuff made sense when you considered the archetypes, and you didn't have to roleplay it that way. However, there were seldom mechanics tied specifically to this 'background' information. I'd have been even happier if the suggested deities had moved to the DMG, since with the domain system it was extremely simple to create your own deities (and for players to do so as well as the DM).
So if there must be this sort of fluff, tied to specific mechanics, make it malleable and put it in the DMG, please.
I want good, solid mechanics that aren't caught up in fluff. Yes, there has to be some, but the sort of level we had in the 3.X PHB was fine for me. Even the 'Barbarians don't like Paladins' stuff made sense when you considered the archetypes, and you didn't have to roleplay it that way. However, there were seldom mechanics tied specifically to this 'background' information. I'd have been even happier if the suggested deities had moved to the DMG, since with the domain system it was extremely simple to create your own deities (and for players to do so as well as the DM).
So if there must be this sort of fluff, tied to specific mechanics, make it malleable and put it in the DMG, please.