Exactly. Of course they get mixed. But you have to start with something. Fluff-first. You may scoff at things besides "color" being lumped into fluff, but behind evocative fantasy "color" fluff like a waterfall falling up is the other stuff. The concept of something against expectations, against real world physics.
I didn't mean to "scoff" at anything; colour is an important element in the game, and in 4e it certainly isn't limited to the italicised bits in the power descriptions. Even the colour surrounding the powers themselves is not limited to that.
I just find "color" more useful as a term because it's more precise - it carries a specific meaning rather than something as broad and ill-defined as "whatever isn't mechanics". This definition is, in itself, problematic at some points. Take the social contract, for example - is that mechanics, or "fluff"? I would argue it's a lot closer to "mechanics" (since it comprises "rules"), but I can certainly see the point of someone who balks at calling it part of the mechanics.
The weight of your argument, given this definition, seems to be that "designers need to think about
some other stuff before deciding on the mechanics". Well, sure - that seems like a no-brainer. An interesting question, though, is 'what exactly do they need to decide before selecting mechanics?' If we are going to consider that at all, we need more precise terminology than "mechanics" and "not mechanics".
No, thats not really true at all.
Take the real world for an example. There are different ways to define a lock.
A. A device when that when attached to a door and engaged prevents the handle from turning without a key.
B. A device when that when attached to a door prevents it from opening to unauthorized entrants.
That's what a lock is in the real world. In the game it's an obstacle that needs a specific roll to bypass so as to move on to whatever tasks are possible having bypassed it.
In the players' minds eyes, it may well be a finely polished construction of Myrrish steel, crafted to hold fast this sturdy, iron-bound wooden door that blocks the portal to the Archon's study... but in the mechanics it's an obstacle that requires 2 successes to overcome.
If you insist on seeing game mechanics as some sort of purple prose, rather than a resolution process that (hopefully) produces results that do not compromise the imagined fiction being explored, you will, as far as I'm concerned, never achieve a system that I think of as adequate for a good roleplaying experience.
You forgot that individual also has the right TOOLS. Otherwise he would have a penalty. So do i think an above average individual (2 is an average score) with a advanced training (4 dots, 2 dots is average trained professional in a skill) and the proper tools for the job (in this case a locksmiths kit) can open that door 75% of the time? Absolutely. If anything his chance is too low.
Well, I certainly didn't mean that the chance of success was too high!! Call out a professional locksmith sometime. An average professional, with tools and with no outstanding talent, can defeat an average, hardware store lock near 100% of the time, in my experience. And that's legally, without damaging the lock.
Better locks get harder, obviously - but then we're stretching the "off the shelf" description.
Compared to an average person with no tools. 2 dots in ability, no training, so -2 for physical skill untrained and an additional unnecessary penalty for no tools. That character gets one dice, only succeeds on a 10 and any 1's cancel out a success and risk critical failure. His odds compared to a trained and equipped professional are so low as to be negligible.
Yeah - that was another thing. With a penalty, such that only 10's succeed, the professional actually has a higher chance of a critical failure than the klutz with no training. What's up with that?
And a professional with no tools has nearly no chance? Even with a 1 success lock? Rubbish. The only 'tool' you need for the really bad locks is a credit card.
I find that quite intuitive and realistic, as well as simple to remember and adjudicate in play.
I think it's easy to adjudicate because you really have no clear idea what effects your adjudications are having. On the upside, if an "adjudication" shifts the chance of success from one mystery number to another mystery number, who can say it's wrong, I suppose?
On the contrary, i know exactly what it means and why. And so does anyone with more then a passing familiarity with the system. Including all the people who play it.
Well, it doesn't seem that way to me. I spent several months running the system and all I learned was that it's obscurantic and convoluted if you want to actually understand what it really is doing. And you don't seem to understand the system, either, judging by your responses above.
Oh, and the reason WoD sold so well? It was a great world background. Mage, especially - it literally blew me away. The concepts and game-world structures were a marvel to behold, really. It's such a tragedy that the system sucked rocks the size of Svalbard.