Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jrowland" data-source="post: 6013264" data-attributes="member: 94389"><p>Wow.</p><p></p><p>I think I must ave left the opposite impression with my post. Seems people are arguing against me with arguments I agree with and I thought I articulated.</p><p></p><p>When I say Fluff-first, I don't mean "Fluff is better than Mechanics in a hierarchy." I mean literally, start with fluff then work the mechanics.</p><p></p><p>I also don't mean that it ends there. That is to say, once you have fluff ( I want a spell that shoots a small ball of fire that blossoms into an explosion that damages my foes) you move to mechanics (fire keyword, range, AoE, level, dmg, etc) then you check back with fluff, ie. rinse and repeat.</p><p></p><p>So, I am sure there are countless examples of areas in 4E that were likely fluff first due to D&D legacy (fireball is a fire spell). But the unified leveling schema of AEDU presented in 4E is clearly a mechanics-first consideration. What fluff is there to unify the same AEDU gains for all classes? What fluff was there that <em>lead</em> to the development of AEDU? Its pure mechanics.</p><p></p><p>Again, don't get me wrong here. AEDU is fine, but lets not delude ourselves into thinking there was a narrative that led to it development. That it was designed to fit that narrative. It wasn't. In that sense, AEDU in 4E is mechanics first, and why the fluff as to why everyone gets 1 encounter power at level 1 (ie why we all can only do 1 special maneuver before resting) is an add-on (left to the players and DM).</p><p></p><p>All editions do some of this, its not an all-or-nothing prospect. I agree, tight mechanics are a must. But mechanics should be designed to support the fluff, ie the story/narrative, you are trying to create.</p><p></p><p>So essentially, I agree, good mechanics are key, and tight specific (non-vague mechanics) are key, but the need to be designed with the purpose of supporting fluff.</p><p></p><p>e.g. spellcasting mechanics to support the fluff of wizards, sorcerers, and warlocks. We start with the concept (fluff) of each class. Take a moment and ask yourself what is each of those in terms of pure fluff? Then ask does the mechanics presented in the playtest support that? I don't care how good the mechanics are, if they don't allow you to play the fluff you envision, the mechanics will appear flawed. </p><p></p><p>I think sorcerer is a great case where fluff didn't match mechanics and thus the sorcerer was born. Wizard wasn't working for their vision of an arcane spellcaster. The vancian echanics didn't fit that vision (fluff), and so spontaneous mechanics are born.</p><p></p><p>I've rambled, but this is all I mean. Fluff comes first, and mechanics are created to express that fluff in the game. You can create mechaincs first, then try and find a narrative that explains them. But looking at the boundry conditions (all or nothing), starting with fluff then designing mechanics (I want a fantasy game with x,y,z elements, let me make mechanics to express x,y,z) makes a hell of a lot more sense than (I have mechanics x,y,z...what sort of game does this give me? Can I make it work for a fantasy?)</p><p></p><p>my 2 electrum (I ran on more than 2 cp)</p></blockquote><p></p>
[QUOTE="jrowland, post: 6013264, member: 94389"] Wow. I think I must ave left the opposite impression with my post. Seems people are arguing against me with arguments I agree with and I thought I articulated. When I say Fluff-first, I don't mean "Fluff is better than Mechanics in a hierarchy." I mean literally, start with fluff then work the mechanics. I also don't mean that it ends there. That is to say, once you have fluff ( I want a spell that shoots a small ball of fire that blossoms into an explosion that damages my foes) you move to mechanics (fire keyword, range, AoE, level, dmg, etc) then you check back with fluff, ie. rinse and repeat. So, I am sure there are countless examples of areas in 4E that were likely fluff first due to D&D legacy (fireball is a fire spell). But the unified leveling schema of AEDU presented in 4E is clearly a mechanics-first consideration. What fluff is there to unify the same AEDU gains for all classes? What fluff was there that [I]lead[/I] to the development of AEDU? Its pure mechanics. Again, don't get me wrong here. AEDU is fine, but lets not delude ourselves into thinking there was a narrative that led to it development. That it was designed to fit that narrative. It wasn't. In that sense, AEDU in 4E is mechanics first, and why the fluff as to why everyone gets 1 encounter power at level 1 (ie why we all can only do 1 special maneuver before resting) is an add-on (left to the players and DM). All editions do some of this, its not an all-or-nothing prospect. I agree, tight mechanics are a must. But mechanics should be designed to support the fluff, ie the story/narrative, you are trying to create. So essentially, I agree, good mechanics are key, and tight specific (non-vague mechanics) are key, but the need to be designed with the purpose of supporting fluff. e.g. spellcasting mechanics to support the fluff of wizards, sorcerers, and warlocks. We start with the concept (fluff) of each class. Take a moment and ask yourself what is each of those in terms of pure fluff? Then ask does the mechanics presented in the playtest support that? I don't care how good the mechanics are, if they don't allow you to play the fluff you envision, the mechanics will appear flawed. I think sorcerer is a great case where fluff didn't match mechanics and thus the sorcerer was born. Wizard wasn't working for their vision of an arcane spellcaster. The vancian echanics didn't fit that vision (fluff), and so spontaneous mechanics are born. I've rambled, but this is all I mean. Fluff comes first, and mechanics are created to express that fluff in the game. You can create mechaincs first, then try and find a narrative that explains them. But looking at the boundry conditions (all or nothing), starting with fluff then designing mechanics (I want a fantasy game with x,y,z elements, let me make mechanics to express x,y,z) makes a hell of a lot more sense than (I have mechanics x,y,z...what sort of game does this give me? Can I make it work for a fantasy?) my 2 electrum (I ran on more than 2 cp) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
Top