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<blockquote data-quote="Mengu" data-source="post: 5447910" data-attributes="member: 65726"><p>I'm not sure why there is so much worry about fluff. I can make a world where arcane magic is just the gift of an arcane god, primal magic is just the gift of a primal god, etc. Suddenly all my classes are divine. I can also make a world where there are no gods, but all magic comes from a communal belief or cult system, or perhaps from powerful beings, maybe a grand druid supplies all the primal magic in an area, or various arcane and psionic powers come from a variety of greater demons. All fluff is refluffable.</p><p></p><p>I'm sure we can come up with a half dozen backgrounds for where rune magic might come from. It could belong to a sect of tarot fortune tellers who use cards with runes on them to create circles of runes around them that empower their weapons and their armor. Or perhaps a Runelord brands his followers with powerful runes to serve him, and to ensure their loyalty. Or a pantheon of gods have collectively blessed a few individuals upon birth and left their bodies covered in runes, knowing these individuals will serve them in a time of need. Those who are marked are trained in monasteries in the ways of a tradition, and live their days in seclusion until the gods call upon them. And there is nothing stopping you from having all of the above in the same world.</p><p></p><p>In D&D, people don't go to "Fighter School" to become a fighter. One may have lived on the fringes of civilization and learned his skills through trial in the wild, while another may have been educated by the best trainers his noble father could afford, and yet another may have learned to fight as a slave in an arena.</p><p></p><p>A class does not have to represent a single stereotype. I see it all as a collection of game mechanics. If I like the game mechanics, I like the class. I can always use some fresh ideas for inspiration so I do appreciate any attempt at fluff, but ultimately, I will wrap my awesome fluff around the mechanics as I see fit for any character I play to fit the world I'll be playing in (or any campaign world I make).</p></blockquote><p></p>
[QUOTE="Mengu, post: 5447910, member: 65726"] I'm not sure why there is so much worry about fluff. I can make a world where arcane magic is just the gift of an arcane god, primal magic is just the gift of a primal god, etc. Suddenly all my classes are divine. I can also make a world where there are no gods, but all magic comes from a communal belief or cult system, or perhaps from powerful beings, maybe a grand druid supplies all the primal magic in an area, or various arcane and psionic powers come from a variety of greater demons. All fluff is refluffable. I'm sure we can come up with a half dozen backgrounds for where rune magic might come from. It could belong to a sect of tarot fortune tellers who use cards with runes on them to create circles of runes around them that empower their weapons and their armor. Or perhaps a Runelord brands his followers with powerful runes to serve him, and to ensure their loyalty. Or a pantheon of gods have collectively blessed a few individuals upon birth and left their bodies covered in runes, knowing these individuals will serve them in a time of need. Those who are marked are trained in monasteries in the ways of a tradition, and live their days in seclusion until the gods call upon them. And there is nothing stopping you from having all of the above in the same world. In D&D, people don't go to "Fighter School" to become a fighter. One may have lived on the fringes of civilization and learned his skills through trial in the wild, while another may have been educated by the best trainers his noble father could afford, and yet another may have learned to fight as a slave in an arena. A class does not have to represent a single stereotype. I see it all as a collection of game mechanics. If I like the game mechanics, I like the class. I can always use some fresh ideas for inspiration so I do appreciate any attempt at fluff, but ultimately, I will wrap my awesome fluff around the mechanics as I see fit for any character I play to fit the world I'll be playing in (or any campaign world I make). [/QUOTE]
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