interwyrm said:
.......Other than that, I'd like to see classes with a cultural predisposition stripped of that. Wu Jen, Spirit Shaman, Shugenja, Monk, Ninja, Samurai, some of the disciplines in Bo9S.
Also, I'd like to see there NEVER be alignment restrictions or roleplaying restrictions on class abilities. Mechanical restrictions like the ones the Knight class faces are fine. The paladin is not.
There should be crunch, and there should be fluff. The player should be the one to make the fluff.......
Ugh. Don't take it personally, but this sounds like just so much drek. Doesn't make sense to me at all.
For one, if you're gonna strip the cultural predispositions from the oriental classes, you ought to at least be doing the exact same thing to Bards, Clerics, Druids, Paladins, and Wizards. They're just the Western cultural versions of Ninjas, Shugenjas, Spirit Shamans, Samurai, and Wu Jen, after all, when you get down to it. And then what do you have? A ton of vague classes that are nothing more than sets of statistics and simple, bland class features.
Removing roleplay restrictions and such, like eliminating/genericizing the Paladin? Then what's the point of having any classes/characters dedicated to any kind of ideal or discipline? Better get rid of clerics too. Oh, and druids. Oh, and every other divine spellcaster. That Bard's lookin' kinda shifty too, and the barbarian, the monk...yeah, gonna have to ditch those too, cuz they look like badwrongfun with their stupid alignment restrictions and flavor. -_-
Why would you want to strip out every bit of flavor from D&D and leave it a textbook-style chunk of dry, raw, mind-numbingly dull rules material?
If there's no flavor built into the game, then what are new players and DMs going to do for inspiration and guidance? What's going to make D&D any different from GURPS or Palladium or the like, other than some bland statistical minutiae? ...Eh, now I'm probably losing track of my initial point, but basically....
The fluff's there to make this stuff into D&D stuff, not generic undefined fantasy game #25 stuff. It serves purposes, and it gives DMs and players a framework for how things come together and interact in the game, which they can then tweak to their individual stylistic preferences, rather than having to research it all and hammer out all the details themselves whole-cloth.
People should be able to look at the Player's Handbook and quickly have a firm grasp of their Monk's or Rogue's or Druid's place in the D&D world, at least before hearing whatever roleplay tweakings the DM has instituted regarding them. DMs should be able to look at the Monster Manual and quickly grasp the basic niche, territories, and role of a monster. They shouldn't have to invent it all themselves, though they can certainly alter the description for their own game if they really feel like it.