Maxperson
Morkus from Orkus
Whatever dude. Fight the good semantical fight!! My point still remains intact.You do not get to redefine terms.
Whatever dude. Fight the good semantical fight!! My point still remains intact.You do not get to redefine terms.
The beginning of the entire class section (p. 45) indicates that the flavor text is not set in stone.
Whatever dude. Fight the good semantical fight!! My point still remains intact.
I never claimed it was. The general class concept that the mutable specific flavor demonstrates is necessary to the class, though. Class =/= mechanics.
By the definition: if it is a mechanical rule (crunch), it is not fluff.Right, but which rules are fluff and which aren't?
I'd probably regard it as a rule, but one that the application and interpretation is hazy.People define fluff as not rules then argue endlessly about what is fluff.
Is 'Druids won't wear metal armour' fluff and thus not a rule according to some?
I'd generally regard that as an "ask your DM" call. I've had a warforged character be the animated guardian of an ancient temple rather than a soldier created en mass through a semi-industrialised arms dealership for example, and not regarded that as homebrew or changing the rules.How much of races are fluff? Is everything that doesn't have a 'balance' impact fluff? Can I pick the elf mechanics but use the human 'fluff' since those aren't rules?
This opinion seems to be the major source of contention in this thread. You and some others believe that the flavour text is part of the rules. I and some others believe that it is simply a guideline. For example the class flavour text is there to "broadly describe a character's vocation".Fluff are rules, it's just people tend to be more lax about changing them.
True, but people draw that line differently, and in many cases there will be some things that are within the rules on the "no" side, and things against the rules on the "fine" side.Everyone has a line past which they say, wait, no, you can't actually do that.
My computer crashed mid-post, so I need to rewrite it.
Your point seems to be that any setting written is homebrew, but that is not what the terms means.
If you go to a table and they say "we do not accept homebrew classes, but anything official is fine" yo would be rightfully upset if they then kicked you from the group for bringing an Artificer, under the claim that all of Eberron is homebrew.
This is an unclear, poorly written sentence. Would you mind rephrasing your argument here more clearly?I never claimed it was. The general class concept that the mutable specific flavor demonstrates is necessary to the class, though. Class =/= mechanics.
The flavor text of the barbarian class gives us a general overview of what it means to be a barbarian. That is part of the class. The specifics fluff examples from within the fluff categories, Barbarian, Primal Instinct and A Life of Danger are mutable. You can create other examples that meet the general themes of those categories if you don't like the specific examples written.This is an unclear, poorly written sentence. Would you mind rephrasing your argument here more clearly?
No, your point is based on nonsense. Writing it off as semantics is disingenuous.Whatever dude. Fight the good semantical fight!! My point still remains intact.
I would not be rightfully upset. They would be well justified in kicking me from the group for trying to bring an Artificer from House Cannith into their Dark Sun game. Artificers belong to one specific setting, just like a homebrew class. You are arguing semantics. My point remains perfectly intact, despite your attempts.
ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular — the gnome inventor Vi — has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds — except, perhaps, by the tinker gnomes of Krynn.
You know Max, I remember you getting upset some weeks ago at people not reading your post and assuming you said things you did not say. Would you mind looking over my post again, and looking at what I said and what I did not say?
I did not say the table was playing Dark Sun. In fact, I gave no setting whatsoever. They are playing "DnD" Generic Fantasy, no setting laid out. If I wanted a setting, I would have said which setting they were playing.

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