Aldarc
Legend
I read it. Did you? Also, that quote you provide here is LITERALLY not in what you quoted.Read what I quoted.
Someone literally said 'class is just mechanics'.
I read it. Did you? Also, that quote you provide here is LITERALLY not in what you quoted.Read what I quoted.
Someone literally said 'class is just mechanics'.
Completely false.
I don't force people into anything. Nobody is required to accept my help. These are just more of your false accusations. When I say "work with" the player. I meant it.
It seems you have some deep seated need to have revenge on me for your misperceived slight. I don't see any other reason for you to deliberately change what I'm saying so much.
I wasn't speaking about you.![]()
That's not accurate. There is 'fluff' throughout the class descriptions.
Every ability has 'fluff'.
They all represent things. Strip that away to just the 'mechanics' and it doesn't actually take up that much space.
Instead of Barbarian picture 'class A'. Then imagine just having 'ability 1, ability 2, etc.' Instead of 'Rage' it just says what it does 'Bonus Action for +2 damage...'.
It's hard to do because the 'fluff' is so integral to the game as you agreed. And if you change it you are no longer playing the class you are playing something else. Another way to say that is 'not following the PHB'.
Sorry, I didn't realize that gnomes had been brought up. I did see dwarves, and you answered that specific trumps general. Fair enough.
So, what specific element of gnome lore, in your view, allows for a gnome barbarian by the rules?
Sure, but there is room for change as long as it meets the general barbarian theme. Primal Might for one tribe could be Invigoration of the Earth Mother for the next, Strength of Stone for the dwarven tribe, and One with the Elephant for the plains tribe.That's not accurate. There is 'fluff' throughout the class descriptions.
Every ability has 'fluff'.
They all represent things. Strip that away to just the 'mechanics' and it doesn't actually take up that much space.
Instead of Barbarian picture 'class A'. Then imagine just having 'ability 1, ability 2, etc.' Instead of 'Rage' it just says what it does 'Bonus Action for +2 damage...'.
It's hard to do because the 'fluff' is so integral to the game as you agreed. And if you change it you are no longer playing the class you are playing something else. Another way to say that is 'not following the PHB'.
If a class is just a bundle of mechanics then why give them names? Why spend so many pages on describing what the class is.
Just give the list of mechanics.
The thing is, if the PHB was only 'mechanics' and all the fluff was removed there would be no game there.
A 'fluffless' RPG can't work.
The fluff can be removed from chess and it would still be a game.
Remove all that identity, narrative, theme, etc. from an RPG and all that is left is a bunch of nonsense math.
Every ability has fluff?
Cunning Action states "Your quick thinking and agility allow you to move and act quickly."
That would mean rogues are quick and light on their feet. Able to process information quickly. They have a high Intelligence and a high dexterity.
A rogue with 12 in INT and DEX still gets this ability, but the wizard, the swashbuckling fighter, the ranger, none of them get it. Even if their INT and DEX are 22 each.
What about a rogue's fluff explains them being faster than everyone else?
How does that compare to the Monk and Barbarian who are actually faster if no bonus action is used to dodge, because their movement speed increases?
This sort of discreprancy is what shows that the fluff has to be mutable. If it is unmutable, these things cause the world to snap in half or simply be full of boring tropes. If they are mutable, then they are simply suggestions for why things work.
I'm playing a human rogue thief. I decided that Cunning Action came from him working to stop his hesitation, he isn't hesitating before acting as much, so he can do a bit more.
Really good point about the Barbarian having more specifics in the fluff. We refluff a lot at our table, and Barbarian is the class that gets the most fluff treatment. In fact, refluffed Barbarians are more common than the default, because of the issue you raised.Part of the difficulty with the Barbarian class is that it's the only one that offers such specific cultural and location information in the 'fluff'. You don't see anything in the fighter or rogue fluff that suggests a particular place and culture for example, and this lack is true of all the other classes, although the Ranger and 'not urban' comes close to causing the same sort of argument. That said, D&D generally leaves the description and background of the character to the player - the player decides where they're from, what kind of person they are, what they look like and all the rest. Even the Barbarian fluff is mostly about the idea of rage more than it is about being from a tribal culture. Regardless, none of the color text in a class is a rule, it is not mandatory, and players can use whatever part of it they like.
The mechanics describe how the class actually works and how it allows the player to interact with the game world. The mechanics are what is 'balanced' and the mechanics are what the rules of D&D uses to tell players how they can exert agency on the diagetic frame of the game world. Exerting force on the fluff, which is to say deciding that it is prescriptive rather than suggestive, is a choice. There's nothing wrong with saying "at my table Barbarians are from tribes X, Y, and Z". But the limits of that authority end at your table. There is no evidence or proof you can provide that show the colour text to be a mandatory part of the class - it just isn't so.
Part of the difficulty with the Barbarian class is that it's the only one that offers such specific cultural and location information in the 'fluff'. You don't see anything in the fighter or rogue fluff that suggests a particular place and culture for example, and this lack is true of all the other classes, although the Ranger and 'not urban' comes close to causing the same sort of argument. That said, D&D generally leaves the description and background of the character to the player - the player decides where they're from, what kind of person they are, what they look like and all the rest. Even the Barbarian fluff is mostly about the idea of rage more than it is about being from a tribal culture. Regardless, none of the color text in a class is a rule, it is not mandatory, and players can use whatever part of it they like.
The mechanics describe how the class actually works and how it allows the player to interact with the game world. The mechanics are what is 'balanced' and the mechanics are what the rules of D&D uses to tell players how they can exert agency on the diagetic frame of the game world. Exerting force on the fluff, which is to say deciding that it is prescriptive rather than suggestive, is a choice. There's nothing wrong with saying "at my table Barbarians are from tribes X, Y, and Z". But the limits of that authority end at your table. There is no evidence or proof you can provide that show the colour text to be a mandatory part of the class - it just isn't so.
Sure is, and I'm stating it. not inferring it - no inference is necessary. Also, feel free to just answer the question without the rhetorical set up post. We can all see where you're going.You are inferring that the mechanics are a mandatory part of the class.
Is that your position?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.