The powers in 4e that cause you to shift an enemy just by waving your weapon at them don't really jive with my imagining of HP.
That's far too nuanced, ExploderWizard. We're at (edition) war here. Pick a side!In some ways 4E is a step back to school principles and in others its ventured into non-D&D-like territory.
Absolutely.New school "tactics" are exercises in game logic. "Hey Bob don't move on your turn. I'm gonna smack that guy with a power that will give you +2 to hit him."
To me thats more board game mastery than tactics.
Some powers can have tactical applications but a some are pure gamist mastery.
I think of powers as weapons rather than tactics.
If you already accept HP loss as something much more abstract than real physical wounds and hurt, then the effects of powers are more of the same. Consider it just like causing HP loss but realized in a different, maybe more interesting, way.
Consider it not a physical shove, but pressuring the target in such a way as they are forced to give ground? That seems consistent with your interpretation of HP - its not the bite of the blade thats made them move, but the *threat* of that bite.
The rules of the game are meant to model combat. Granted, it's fantasy combat, but I think this analogy should hold:Any what, exactly, is the difference? How is knowing when to use a power "gamist mastery" instead of "tactical application?" This strikes me as a completely meaningless distinction.
At some point, there must be a tip of the fact that it is a game (in Forge lingo, there must be a "gamist" element).If I'm refereeing a WWII tank combat game, General Rommel should be able to beat most opponents without knowing the game rules -- assuming I'm willing to translate his thoughts into game moves, of course. He has no mastery of the game rules, but he has complete and utter mastery of actual Panzer tactics.
Any what, exactly, is the difference? How is knowing when to use a power "gamist mastery" instead of "tactical application?" This strikes me as a completely meaningless distinction.
And as I said, powers are not tactics. How you use those powers are the tactics.
Just like in previous editions, a spell is not a tactic. How you use that spell is a tactic.
For example: My character is fighting a tough battle against a fighter and his little rogue buddy. We are fighting in a cave dotted by boiling mud pits. The fighter has several powers that can knock me prone which allow no saving throw. This allows him to constantly lay me out so his little buddy gets combat advantage until I stand up. As a tactical "master" I run and put my back to a boiling pit of mud ( not the smartest move to take with someone who can knock you back mind you). Now when he tries to bowl me over I get a chance to save " because that would put me in danger". Now I get a chance to stay on my feet and fight due to a move born of sheer idiocy.
I am a smooth tactician? Nope. I know rules and loopholes, thats it.