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Wotc Sorcerer Fluff - Poll
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<blockquote data-quote="DEFCON 1" data-source="post: 5996174" data-attributes="member: 7006"><p>I like the idea behind it, as it takes the basic premise of the sorcerer through the last two editions "you have magic within you!" and then extrapolates it out from there on what that would actually mean.</p><p></p><p>Without that fluff... it's basically assumed you're a superhero. You have powers. Yes, they match quite nicely to the spells a wizard casts, but still... you just have magical abilities. No reason for it... you just do.</p><p></p><p>While that blank slate might be fine for some people so that they can layer whatever story they want on top of it... I'm not really one of them. If I was... I wouldn't want the story of the cleric having to pray to his god to receive his power, or the wizard being a studious fellow who works with the arcane power to shape it to his whim either. But at that point... all I have left is a pile of mechanics onto which I have to create stories to explain what they mean and why my PC has them. At which point I'd wonder why I wasn't playing Fantasy HERO or GURPS Fantasy (and thus able to create whatever random idea my heart desired at that point).</p><p></p><p>I just find I'd rather have a really interesting story already in place for my D&D classes that I can play and work with... <em>and if</em> I feel like a class's story isn't doing it for me for a particular character I want to create... then I just strip the fluff away and make something new. But I feel like that should be the exception to the class story design focus, rather than the rule.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5996174, member: 7006"] I like the idea behind it, as it takes the basic premise of the sorcerer through the last two editions "you have magic within you!" and then extrapolates it out from there on what that would actually mean. Without that fluff... it's basically assumed you're a superhero. You have powers. Yes, they match quite nicely to the spells a wizard casts, but still... you just have magical abilities. No reason for it... you just do. While that blank slate might be fine for some people so that they can layer whatever story they want on top of it... I'm not really one of them. If I was... I wouldn't want the story of the cleric having to pray to his god to receive his power, or the wizard being a studious fellow who works with the arcane power to shape it to his whim either. But at that point... all I have left is a pile of mechanics onto which I have to create stories to explain what they mean and why my PC has them. At which point I'd wonder why I wasn't playing Fantasy HERO or GURPS Fantasy (and thus able to create whatever random idea my heart desired at that point). I just find I'd rather have a really interesting story already in place for my D&D classes that I can play and work with... [I]and if[/I] I feel like a class's story isn't doing it for me for a particular character I want to create... then I just strip the fluff away and make something new. But I feel like that should be the exception to the class story design focus, rather than the rule. [/QUOTE]
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