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Provide an example of when FLUFF overrided > Crunch

It seems the complaint here should not be against the "fluff" of being flung away, but the a "crunch" of the additional damage for slamming into the wall. I would say that is where the "bad DMing" call was made.

Agreed.

There may also be an "edition war" component here: In 4E, there are specific maneuvers that allow you to force movement (like throwing someone across a room). I would generally find it less acceptable to add those kinds of details to other attacks in 4E for exactly the reason you say: You're adding an extra (particularly punitive) mechanical effect as some sort of free power-up.
 

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Agreed.

There may also be an "edition war" component here: In 4E, there are specific maneuvers that allow you to force movement (like throwing someone across a room). I would generally find it less acceptable to add those kinds of details to other attacks in 4E for exactly the reason you say: You're adding an extra (particularly punitive) mechanical effect as some sort of free power-up.

In 4e the monster should have the effect in their stat block. I'll often give hill giants, ogres et al a "Push 2* & knock Prone a Medium or smaller enemy" type attack - for an ogre it'd usually be a Recharge power, I might give it to a hill giant as an at-will; I have a "hill giant pounder" with a stat block like that AIR.

*4e being 4e, you're usually better off pushing 1, of course, for that no-charge zone. :devil:
 

Agreed.

There may also be an "edition war" component here: In 4E, there are specific maneuvers that allow you to force movement (like throwing someone across a room). I would generally find it less acceptable to add those kinds of details to other attacks in 4E for exactly the reason you say: You're adding an extra (particularly punitive) mechanical effect as some sort of free power-up.

4E actually, in my experience, is almost more accomadating of such things, either through stunts or terrain effects. The key is to make sure stuff doesn't take PCs by surprise, and is equally available to them.

If they enter a room and you describe a slippery floor, and then an enemy shoves a PC and sends them sliding across it, and then PCs do the same to the bad guy, that's a good approach! (Especially with having guidelines on hand to ensure the effects and damage of such things aren't unreasonable.)

But if you just decide after the enemy hits a player that the force of the blow sends them flying, that's poor form.
 

My recent games have been full of Fluff dominance and Crunch weakness. However, we're playing 5E.
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