What is interesting about this discussion is how some people have completely shifted the way they interpret the rules of D&D.
In the old days, rules were there to model reality. You can argue that they didn't do it very well, but the guiding principle was always to relate the RAW to real world physics and see if what came out was reasonable. If it didn't, the DM made a judgement about what actually would happen in any situation. Anything that broke the laws of physics was pretty much labelled "magic".
Now the RAW are king and we are re-modelling our descriptions of reality to fit with way the rules work. So things that are fantastic or crazy are not necessarily labelled as magic.
I guess I can understand both camps, but sympathize with people who don't really like this shift much.
Model reality? I am afraid there are way to many exceptions in D&D to allow me to agree to that.
Hit points don't model anything specific, they are an "abstraction" for whatever is going on when you swing a sword or fireball a target. You have to come up with the in-game description yourself.
1 Minute combat rounds? What's going on there? What does your attack roll stand for?
"Hide in Shadows" was a similar ability - did it model that only the Thief could sneak around? Or he could a special chance no one else could get?
Classes are similar concepts. Why can you never learn to cast a spell as a Fighter (before the invention of multiclassing). Why can't a Wizard just stop casting spells and become a Fighter?
Come and Get Its pull effect is just another "abstraction". The rules don't bother to describe what really happens, they just tell you the end result. Just like hit points don't tell you if your arm hurts, or if the god intervened to protect you, or you cleverly deflected a blow with your sword...
Well said, LostSoul......but I would go even farther.
If it is a mundane power, then C&GI should be available to anyone to try at any time, and the "power" itself should effectively be a bonus.
But couldn't this also apply to magic? Everyone can cast Fireball, but it's so hard you will probably only succeed with a power granting you an effective bonus?
I could just set the DC for C&G so high that you can never succeed without the bonus from the power. What does this change in actual play?
Of course, I say it's the same outcome. If adding an aspect of your model doesn't add anything to the outcome, you can safely cut it out.
I think too much time is wasted on trying to think about "simulating" anything instead of caring about the actual game experience.