What is "fluff"?


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Sovereign Court

It says specifically in the rules that the antitoxin must be imbibed before being poisoned to take effect. And it gives a +5 bonus to one save against poison.


Where does it say that in the rules?

Sovereign Court

Quote:
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

It may work on succeeding fortitude checks against poison. But it will not neutralize the poison in no way. That is why there is a Neutralize poison spell.

Shadow Lodge

Rynjin wrote:
Jacob Saltband wrote:
Hama wrote:
Eh, dunno then. But PF does not always completely accurately represent reality. Because there is no chance in hell i could arm wrestle with Dwayne Johnson and win. Absolutely none.

I agree with Hama, even if the raw mechanic says its possible, arm wrestling is 95% raw strength and 5% technique so there's no away an 8 str character should be able to beat an 18 str character.

At least that's the way I see it.

Yes, but should, and are, are different things.

And there are clear mechanics for arm wrestling in Pathfinder. =)

The Wormwood Mutiny, Pirate Entertainments wrote:
Arm Wrestling: Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops. Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner’s Strength modifier as his hand and arm are pushed onto whatever lies on the table.

So a str 3 character can win against a str 20 character if rolls come out right.


Yep. Unless the gap between the two character's Strength mods is a full 20+, there's a chance the other guy could win.

Shadow Lodge

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So the str 1 halfling challanges the str 20 half-orc to an arm wrestling contest and the halfling has a chance.

This is were just looking at the mechanics doesnt make since to me.


Jacob Saltband wrote:

So the str 1 halfling challanges the str 20 half-orc to an arm wrestling contest and the halfling has a chance.

This is were just looking at the mechanics doesnt make since to me.

TBH I don't know how this conversation got started in the first place.

But the mechanics make sense just fine, they're very clear.

Now, logical sense is a different matter. =)


That's one of the reasons GM fiat is invaluable.

"I want to arm-wrestle the Strength 20 half-orc!"
"What's your Strength, Frodo Feeble-Fingers?"
"Uhh ... five."
"You lose."
"But I ..."
"You lose."
"But what if I ... ?"
"You lose. He does, however, admire your moxie, and decides not to rip off your arm."
"Well, that's something, I suppose. Cool!"


Jacob Saltband wrote:
A sneeze or a wet slippry table are not 25% chance to win, they would be longer olds like 5% or so.

True but when you get down to it tabletops games are as much a storytelling medium as they are a simulated world. Certain liberties are taken.

Realistically speaking, the odds are small that the party would burst into the councilman's chambers in the exact moment he raised the dagger over the young captives face as he prepared to sacrifice her to the black god Pandorus, but in the game it was a 100% chance.


There's no way to flawlessly program for every nuance of reality.


Hama wrote:
It may work on succeeding fortitude checks against poison.

Yes, it may. So no, it does NOT say specifically in the rules that the antitoxin must be imbibed before being poisoned to take effect. "Take effect" does not mean "neutralize the poison".

Sovereign Court

But only on a SINGLE check


Doomed Hero wrote:


A good way to think about it is, if someone were to actually see a given ability used, how might they describe what they saw.

Fluff, ideally, is largely up to the player or GM.

For instance, a fireball could be described classically, as a wizard throwing a small bead of flame which explodes into a massive fireball on impact. It could also be described as a person clenching their fist and causing an eruption of pure light and heat. Or, a manifestation of a laughing skull which then explodes into shadow-fire leaving everything scorched and blackened.

All are possible descriptions of the same "take 5d6 fire damage" mechanical effect.

People who are interested in how mechanics work ignore fluff because they know that when it comes down to the nuts and bolts of how rules interact with each other, the fluff is largely irrelevant.

In effect based games -HERO system, and M&M as examples - fluff is referred to as special effects (and has been since '81. And you have perfectly described it. in HERO, as an example, you buy 8d6 damage - and whether it is fire, cold, laser is just color. Hero, don't have the elemental interactions with DR in the game.

Some people want that tied to the mechanics and others want it separated completely, and some are in the middle.


Jacob Saltband wrote:
What is fluff?

Fluff is what you get after eating too many high calorie snack foods while seated at the table. Gaining a significant amount of fluff over the course of a PFS season shows a considerable dedication which is why "the fluff" is often described in glowing terms on the message boards.

Jacob Saltband wrote:
Why is it considered fluff and why is it considered useless and ignored by crunchers?

Crunchers are the misguided players that resort to healthy snack foods like carrot sticks and celery. Some of these will also participate in "exercises" like jogging to avoid fluff. Their lives of privation and denial make them bitter and resentful.

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