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What did Wizards learn from Essentials?
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<blockquote data-quote="Incenjucar" data-source="post: 5808644" data-attributes="member: 6182"><p>Ah, see, here is the beauty of fluff. The DM isn't expected to act on it, but CAN act on it. This can lead to really interesting twists to a scene without actually altering the balance of the game.</p><p></p><p>For example, in a game I play in, my character has a power called "Offering of Justice" which I've renamed to "Offering of Love." The actual power is basically just an automatically-applied attack that gives the target temp HP if it doesn't attack anything for a turn, or 2d10+mod radiant damage if they do attack. My character's "Offering of Love" actually takes the form of an Angel of Desire, with one gentle loving hand she reaches out with and one clawed hand held behind her back. Those who accept get angle cuddles and those who refuse get their heart clawed. The DM has, on occasion, made the decision to accept or refuse out of RP concerns more than sheer tactics, because a generic threat is very different from an Angel that Doesn't Take No for an Answer. The amount of banter this power this has created, between PCs and NPCs and so forth, has gone so far as to make it worth me painting a miniature for the power. The <strong>encounter power </strong>has become a <strong>minor character</strong>. If my PC ever trained out of that power, the angel would probably end up an NPC. Someone could very easily do something similar with the 4E Fireball, by saying it is actually a phoenix that pops into and out of existence. This might never come into play until one day the party runs into a foe who was once saved by a phoenix, or one who is trying to destroy a phoenix, and then a remarkable story element may well evolve from it.</p><p></p><p>Fluff is that delicious gray area between the story and the mechanics where the DM and the Players can bring some real narrative magic into the game.</p></blockquote><p></p>
[QUOTE="Incenjucar, post: 5808644, member: 6182"] Ah, see, here is the beauty of fluff. The DM isn't expected to act on it, but CAN act on it. This can lead to really interesting twists to a scene without actually altering the balance of the game. For example, in a game I play in, my character has a power called "Offering of Justice" which I've renamed to "Offering of Love." The actual power is basically just an automatically-applied attack that gives the target temp HP if it doesn't attack anything for a turn, or 2d10+mod radiant damage if they do attack. My character's "Offering of Love" actually takes the form of an Angel of Desire, with one gentle loving hand she reaches out with and one clawed hand held behind her back. Those who accept get angle cuddles and those who refuse get their heart clawed. The DM has, on occasion, made the decision to accept or refuse out of RP concerns more than sheer tactics, because a generic threat is very different from an Angel that Doesn't Take No for an Answer. The amount of banter this power this has created, between PCs and NPCs and so forth, has gone so far as to make it worth me painting a miniature for the power. The [B]encounter power [/B]has become a [B]minor character[/B]. If my PC ever trained out of that power, the angel would probably end up an NPC. Someone could very easily do something similar with the 4E Fireball, by saying it is actually a phoenix that pops into and out of existence. This might never come into play until one day the party runs into a foe who was once saved by a phoenix, or one who is trying to destroy a phoenix, and then a remarkable story element may well evolve from it. Fluff is that delicious gray area between the story and the mechanics where the DM and the Players can bring some real narrative magic into the game. [/QUOTE]
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