Reskinning Class Fluff

In recent threads we've seen arguments about social obligation, character effectiveness and, dare I say it, refluffing.

All of these gave me the idea for this thread. Part of the reasoning being that if a player wants to play a low-intelligence, but high strength wizard, for instance, they could instead play a strength-based sorcerer, reskinned to be a bookworm. That way they can play an effective character and contribute success to the group, whilst still fulfilling the player's roleplaying desires.

An example I'm reminded of was in a group new to 4e. They were... very resistant to 4e's style. The ranger player, for instance, refused to scout ahead because "that's what rogues do, I don't care if my Perception is twice his, I'm a ranger!" Now, he could've easily played a twin-weapon barbarian or fighter, reskinned to have more of a ranger feel to it, and he probably would've been happy. It was simply that in his mind, rangers did 'X', no matter what the system or stats in front of him said.

So basically, I'd like to hear about your creative reskinning of class fluff. Keeping all the mechanics the same, but changing their description to give the class a completely different style.
Let me tell about this PC: he's a Valenar elf from the world of Eberron. Like all Valenar, he strives to emulate his ancestors, "channeling" them through his actions. But he's a Keeper of the Past (a "priest" of this tradition), so he can project ancestor spirits outside his body. With enough effort, he can call forth a horde of dual-scimitar-wielding elves to tear down his foes and help his allies.

Crunch-wise, he's a deva panther shaman. :)
 

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I'm fully intending on going hog-wild on the re-fluff for one section of my campaign. My players are nearing the point where they're going to be entering Sigil for the first time, and at some point in their time there, they're going to be thrust through magical portal that sends them to 21st century NYC where they all appear wearing superhero costumes.

I'm going to basically refluff all their characters and turn them into superheroes, using the power abilities to dictate what kind of superhero they are and what their powers do. So for instance, our dragonborn fighter will become a Hulk/Thing-like strong brick, and his powers like Cleave will be a punch that slams two enemies at once, Spinning Sweep will be the hero stomping the ground so hard it causes a small earthquake that knocks everyone prone, etc.

It'll be a nice diversion for the group for a few sessions, and will be a cool way of looking at what their powers do from a different perspective.
 

Old idea I really liked.

Warlock as gunslinger. Rods become pistols. All of his attacks become trick shots. Though you might have to stretch a little to justify Cha/Con for attacks instead of dex. But with some handwaving as him pulling of his trick shots with more flair than dexterity, you can justify cha attack.
 

Fajitas goes so far when reskinning fluff that while his world is primarily humans, he allows his players to pick any race they want for the mechanics. Thus, you may pick dwarf and by a shorter human who is difficult to push around - or dragonborn for someone strong who can cast blasts of energy (the dragon breath) through magic. I'm not sure I'd do it, as I like the cultural baggage that comes along with races, but it's working out wonderfully for him.
 

In a pan-dimensional campaign I ran a while back, one of my players wanted a character inspired by HUNK from Resident Evil (HUNK - The Resident Evil Wiki - Resident Evil 5, Resident Evil 4, walkthroughs, and more).

I was using gestalt rules, so after some discussion we settled on Druid/Warlock. Wild Shape was changed to a stance from which he could effectively use his martial arts (Savage Rend became Riot Kick). His other powers became various guns/grenades and special ammunition that he had access to. It worked out really well.
 

All of these gave me the idea for this thread. Part of the reasoning being that if a player wants to play a low-intelligence, but high strength wizard, for instance, they could instead play a strength-based sorcerer, reskinned to be a bookworm.

Reskinning is normally not a problem for me. Happens all the time.

However, I do require the fluff to make sense with the mechanics, and be consistent with the rest of the world's conceits.

For example, I have no problem with "strength-based arcane caster" - sure, a guy who controls arcane power through exertion of muscle power. Cool. Great idea for an arcane caster form a barbarian culture! Want to play a not-too-bright, strength-based arcane caster who aspires to be smarter, and reads a lot of books? That's fine.

But "effective low-intelligence wizard" is right out. Whatever else is going on, "wizard" is an int-based arcane caster. Low int is not compatible with that. If you have a low intelligence score, you can read all the books you want, you aren't absorbing much. If you have the stats that mean you can lift a pony and not read above a grade-school level, then you have the bonuses and detriments to match - and your fluff has to be consistent. You don't get to play a 98-pound weakling when your sheet says you have a 20 Strength and 17 Constitution.

I can bend, but only so far.
 

Whatever else is going on, "wizard" is an int-based arcane caster. Low int is not compatible with that. If you have a low intelligence score, you can read all the books you want, you aren't absorbing much. If you have the stats that mean you can lift a pony and not read above a grade-school level, then you have the bonuses and detriments to match


Since this seems to be about 4E, "low-int" is, at worst, an 8. With 10 being average human intelligence. He's not mentally challenged.

All Wizard really implies is that he studied his magic, and that's not even a necessary implication. You don't have to be a genius to go to school.
 
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I was using gestalt rules, so after some discussion we settled on Druid/Warlock. Wild Shape was changed to a stance from which he could effectively use his martial arts (Savage Rend became Riot Kick). His other powers became various guns/grenades and special ammunition that he had access to. It worked out really well.
I had a druid player who used his Wild Shape to represent kung fu stance.


 


But "effective low-intelligence wizard" is right out. Whatever else is going on, "wizard" is an int-based arcane caster. Low int is not compatible with that. If you have a low intelligence score, you can read all the books you want, you aren't absorbing much. If you have the stats that mean you can lift a pony and not read above a grade-school level, then you have the bonuses and detriments to match - and your fluff has to be consistent. You don't get to play a 98-pound weakling when your sheet says you have a 20 Strength and 17 Constitution.
I'll challenge you on this one! I can easily imagine a 98-pound weakling who has a 20 strength and a 17 constitution - that's Elric in a nutshell, assuming he's using his drugs or Stormbringer as a special effect/plot device to justify the scores. In a D&D setting, imagine a physically scrawny tiefling whose ancestors' pacts with the lords of Hell manifest by giving him an unnatural strength and vitality that he clearly shouldn't have.

For me, the same thing is reasonable for taking a sorcerer and calling him a wizard. He'd be shunned by his fellow wizards for his ordinary mind and unorthodox casting style, but I'm happy to let him call himself a wizard if it's more fun for the player. Similarly, I'd let an avenger act like a paladin if he wanted to, including having a place in the temple's hierarchy. I'd rather not have class mechanics always trump story.
 

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