• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Legends and Lore - Nod To Realism

If you haven't done so already, please cast your vote on this poll.

Although the poll is flawed (I've admitted as much in the OP, and I'd like to reboot it in the future), it may suggest the possibility that a majority of 4E Enworld users prioritize metagame success over (their subjective interpretation of) in-game "realism". If that's true, any arguments against Vicious Mockery vs skeletons, Come and Get, fireballs not setting objects on fire, and other pleas for "nods to realism" are a moot point for a majority of 4E players. I doubt the numbers are statistically significant, but I've been checking daily, and the ratios have been approx the same day-to-day.

The stats for non-4E players are waaaay to small to be meaningful, so please cast your vote, thanks!
I didn't (and won't) vote in your poll because of its flaws, chief among those being that it doesn't have an answer I can say describes my position. I thought it was worded in such a way that made it pretty obvious that you were only looking for ammunition to support your argument.
 

log in or register to remove this ad

I didn't (and won't) vote in your poll because of its flaws, chief among those being that it doesn't have an answer I can say describes my position. I thought it was worded in such a way that made it pretty obvious that you were only looking for ammunition to support your argument.
Sorry, upthread I asked if anyone knew a better way to word it, but nobody responded.
 

I put the SRD's description of 3.5 fireball at the bottom, just to help you out.
No references to sound but in that way I guess it could be soundless.
It does reference "almost no pressure" but I assume that has more to do with the fact that it doesn't shift you in any feet in a given direction (we're supposed to call them squares now?)
Where does it show the gestures? How would it show the gestures. As part of the casting requirements it does say somatic gestures are required but it doesn't give what they look like.
It also says "pea-sized" in order to give you a greater idea of what it looks like when it is cast.
As far as the "an attended object" isn't another book. It's the same one and has to do with the nature of reflex saves.
Also, no touch attack required. But I don't see how many of these things are different in 4e rules text.
There is a reference to sound, namely a low roar. People will play with that and wonder what the Listen DC is.
The gesture is that you point your finger and the fireball is pea-sized. People will play with that. They will not create a big ball of fire between their hands in front of their chests which then hurls (as a big ball, mind you) toward the enemy. Why does all of that need to be in the description? Do Cook, Tweet and Williams think I am stupid, that I cannot come up with my own stuff? No, of course they don't, but they are prescribing THEIR visual version of the spell to the reader. 4E is different in this way, it gives this power to the players and mostly the GM as a default. Page 42 and "say yes!" proof my point. In 3e, and as a german I can say it seems to be true for almost anything, the default is what is written in the rules, not something like: well, the rule says this, but just forget about it if you don't like it.

Indeed, the description could just give the most basic information and then said "make it up" but, as I have said, it isn't what rules should do. The RULE should give information on how the mechanic is designed to work. If the "pea-sized" aspect doesn't work for you then change it. Rule 0.
And I did change it (and now I finally know what "Rule 0" means, thank you:)). But in my opinion most people play with what the rules say. "I want my fireball to look like a dragon's head that flies toward my opponent", "No, it says here that it is a pea-sized thing, not a small dragon head, cannot do that". 4E encourages players and DMs much more than 3e to narrate their own stuff, to make the powers their own. Sure, the side effect is that not as many things are explained in the texts for the powers as there were in 3e. But I consider this a good thing.

I guess it depends on your definition of necessary.
Do I think its necessary that the rules provide us with the structure so questions have answers? Yes.
Do I think its necessary that we be bound by the text? No.
I DO think that a basic guideline isn't enough.
Why not let players (or the GM) narrate what the smell, sound, gestures are? Who's saying they can't? I'm not. I'm saying that if they have no idea what would be a good idea on what it ... well not smells, sounds or gestures but those other things should be, then it's good if the game tells you these things - even if you disagree and change it.
I do think that basic rules that cover, well, the basics, are enough. I do not think that new players and GMs have to be "protected" and shown the way spells in their campaign work in such detail by rules that cover the sound and the size of everything. I think they should be encouraged to narrate these things how they like it. 4E does that, 3e did less so. And that is were the two of us differ.
I do not think that we play totally different games, though. From what I read, you change things just as I would. You just like to have more information written out in the text. I need less of that. Less than 3e most definetely.

You can actually, they're called houserules and they don't change every time the spell appears based on DM's whim. They mean that if the fireball doesn't set paper on fire this time then logically it shouldn't next time.
I think this is a very valid point. The misuse of power by a GM that does A one day and B another in the same situation is aweful. But the times of DnD when you really had to write down a list of houserules, because the basic rules were so lacking ("no skills", and "dwarfs are always fighters, but here are the rules for dwarven priests" comes to mind) are over.
4E already covers the basics and more. It just so happens that some people want fireballs to burn unattended objects in the blast and want it hardcoded in the power description. Well, tough luck, I guess you have to decide that for yourself. And there might be special circumstances in any given situation when a fireball burns stuff, and later does not, or not all the stuff. Depending on the narrative and what seems plausible at the moment.
And I like that, I always have. And I have always played that way, but I do not have to argue about this anymore.
 

The style of play should also define this. When you're going for anime/manga style - smash the guy into the side of a mountain, or superhero style - Xmen/Avengers/JLA, a sense of realism will more often get in the way of the storytelling. If you want an austere retelling of a challenging adventure (think LoTR movies, recent James Bond reboot, and the new Mission Impossible reboot) there is certainly WIN in that type of story and campaign, but it's a different kind of challenge.
My realism issue with LotR is that it posits an essentially autarkic community - The Shire - with material living standards comparable to late 18th or even mid-19th century England, which was a centre of world trade and production. So if I played an LotR game I probably wouldn't make economics or social organisation a major focus of play.

Similarly, in 4e - which doesn't distinguish between attacking high and attacking low with a sword - I don't make that level of detail in weaponplay a major focus of play.
 


I think this is a very valid point. The misuse of power by a GM that does A one day and B another in the same situation is aweful. But the times of DnD when you really had to write down a list of houserules, because the basic rules were so lacking ("no skills", and "dwarfs are always fighters, but here are the rules for dwarven priests" comes to mind) are over.
4E already covers the basics and more. It just so happens that some people want fireballs to burn unattended objects in the blast and want it hardcoded in the power description. Well, tough luck, I guess you have to decide that for yourself. And there might be special circumstances in any given situation when a fireball burns stuff, and later does not, or not all the stuff. Depending on the narrative and what seems plausible at the moment.
And I like that, I always have. And I have always played that way, but I do not have to argue about this anymore.

I would disagree that there's no longer a need to write down houserules because of the basic rules being lacking. I see your point, and there are many areas in which I would agree, but there are also enough areas of 4E where I've felt the need to houserule because of either a lack of rules or a lack of what I felt were good rules that I overall disagree.

Skill Challenges are an easy example for me. In general, I've found that ignoring the written advice about them leads to a better experience for me. In particular, I use a much different set of DCs.






As for fireballs? I do try to nod toward realism, but -for me personally- not when playing D&D 4th Edition. That's mostly because, when I've tried to do so in the past, it lead to frustration.

Even though I prefer more of a sense of realism when gaming, I would not want 4E fireballs to set things on fire. The reason being that I would feel the sense of balance and uniformity which 4E encourages would be thrown off by doing so. If fire attacks have an occasional additional benefit to using them, but other energy types do not, it becomes better than the others. If there were an additional narrative effect, it only seems fair to me that the other powers would also. There should be situations in which cold is better than fire as well as situations in which fire is better than cold. 4E already has too many 'no-brainer' choices and options which are obviously better (in most cases) than others; I would not want to add more.

If you're familiar with The Elder Scrolls Skyrim, I'll say I feel that is a good example of how to give everything a reason to be used. Fire magic in that game does set things on fire; it's best for pure damage and setting things on fire. Lightning magic does damage to magicka; it is good against enemy mages. Cold damage slows opponents and can do damage to what the game calls stamind; it can be good against strong melee opponents and for crowd control. Each element has ups and downs.

I feel like spending so much effort to work against the ideals that 4th is built upon and the already established playstyle to be more frustrating than simply using a different game when I want to nod toward realism. I've come to be able to enjoy 4th edition mostly because I change my state of mind and how I think about a rpg experience when playing it. Previously, trying to make a square peg fit into a round hole just lead to feeling bitter.
 

It's really starting to become apparent to me that it is the gamist design of 4e that I don't like. I play narrative games and I play simulationist games but I have never been a fan of more gamist systems. I guess this is also why I have such a problem when people claim 4e is narrative... it just doesn't strike those same chords for me as a game like Legends of Anglerre does, without me overlaying narrative conventions onto it. Very little in it's mechanics remind me of the narrative games I am familiar with but it's mechanics almost always scream gamist to me. This is all IMO and all that...
As I've often posted, elements of the mechanics - especially skill challenges - remind me of both HeroWars/Quest, and Maelstrom Storytelling.

Why?

Why shouldn't it just be the Heal skill? Why all of the restrictions?

Is it because that would make the Warlord too worthless of a healer, or is it because it would make everyone else too powerful?

The problem with nonsensical rationales is that they tend to hoist one by their own petard when logic is applied to them.
Yes. It is about balance.

The general principle is that a skill that is broader in its application, like Diplomacy, should be less powerful when used for some specific effect, like restoring morale, than a narrower skill that has the same mechanical efect, like Healing.

This principle occurs in a range of games, including narrative ones like HeroQuest revised, though not in all games. In classic Traveller, for example, some skills are supersets of others, but there are other mechanics to handle this, such as random rather than chosen acquisition of skills.

Are you comparing the son of Zeus, a demigod, to regular human fighters?
Only because the 2nd ed PHB did the same thing.

This doesn't prove anything about whether powers are rotes or principles.

<snip>

Their effects never change, their procedures never changes... that sounds like a rote to me.
Which powers are you talking about? The effects of some powers sometimes change. So while I'm not entirely sure what's at stake in this rote/principle discussion, but the premises on which you're basing your argument for "rote" are mistaken.

For example, Come and Get It can have different effects in the fiction (sometimes skilled weaonplay, sometimes lulling enemies into a false sense of confidence, sometimes goading them, etc) althought mechanically these are all resolved as a pull. If the same PC sometimes used Come and Get It with a dagger, sometimes with a pike, I would think the procuedure and effects are very different.

The effects of Twist of Space can also differ - it can be used, for example, to rescue a NPC magically trapped in a mirror (I know this, because it happened - via p 42 - in my game). I've not seen the effects of Bigby's Icy Hand vary - yet.

If the flavor could be anything, then it doesn't matter what it IS.
That's not true.

Here's one counter-example: my child's name could be anything before I name her. It doesn't follow that, once I name her, it doesn't matter. Calling her "Beatrice" will create a different impression from calling her "Madison". Calling her Kiende (a Meru name) in a predominantly English-speaking, non-African community will also create a diffrent impression.

In my experience, the "flavour" in 4e also matters, because it creates a fictional reality with other implications for the fiction. Because of the way the action resolution rules are structured, those consequences tend to play out at a higher level of detail than "did I strike him with the flat or the point of my blade?" But that gritty level of detail is not the only level that matters.

in PF, outside of the above, Fireball also sets fire to combustibles and damages objects in the area... it can even melt metals. Thus if a player wants to set an object on fire or melt metal with it he can and using it can also have unforseen consequences (this, IMO, is what flavor that actually ties into the gameworld does).

Taking Fireball in 4e... it only affects creatures in the burst... that's it by the rules and flavor.
The rules part do not mention anything of a ball of fire or collateral damage. The rules only say that creature in an area take X fire damage.
In AD&D, this question doesn't come up because the Fireball spell explicitly states that it can set non-living matter on fire (subject to item saving throws). Famously, Steading of the Hill Giant Chief described the giant's wooden hall as too damp to able to set on fire easily (though still possible) to prevent this tactic.
I already dealt with this upthread - the Moldvay Basic Rules for fireball mention only damage to creatures. The original D&D booklet (for which G1 was written) talks only about d6s of damage but says nothing about creatures, nor objects, nor fire (other than in the name of the spell). It's not until the AD&D PHB that we get the text about combustibles, melting metals etc.

Yet plenty of pre-AD&D GMs worked out that a fireball might set fire to flammable things. Likewise 4e GMs - for an actual play example, see here - in that scenario, the PC magic-user was trying to fight off a swarm of necrotic spiders in a library without destroying the scrolls - he therefore chose to use an "enemies only" fire power, but things still went a bit haywire when burning spiders crawled onto the shelves.

What happens when the Fireball doesn't ignite the orc's wooden stockade (benefits players) but does the dungeon they are in (harms players) because the DM made an ad hoc adjudication on the nature of magical fire?
The same as what happend before AD&D when a GM made inconsistent calls about fireball and objects - the table worked it out, put up with it, or changed GMs.

So, just to be clear, by the rules for all editions (just by the rules as written, without need for a DM adjudication), if a guy is standing in a ten by ten by ten room and he is targetted by a fireball, all of the papers in the room (let's say piled around his feet) catch on fire, no ifs, ands, or buts.
Mark CMG, no, you're right. In 4e, it is not automatic if the papers light on fire or not. It is up to the DM to adjudicate that.

Pre-4e, all DM's were forced by the mechanics into a single interpretation of how fireball works.
Can we please all get on the same page here! The text about igniting comubstibles is from the AD&D PHB. As I have quoted upthread, it is absent from Moldvay Basic. It is also absent from Book 1: Men & Magic. It is absent from the Mentzer-era Rules Compendium (which many in this thread have nominated as an ideal baseline for simplicity/versatility). I assume it is absent from Holmes Basic.

The key point is that no one has ever maintained that, by RAW in those versions of classic D&D, fireballs did not ignite objects. It just requires some adjudication.

There must be something else in play that caused the default to be for stuff not to burn. This is a case where designers determined that logic and thirty-five years of rules be damned, we need to put the question of paper caught in a fireball but not specifically targetted going up in flame in the hands of the DM.
It's about 30 years, I think, between the AD&D PHB and the 4e PHB. And about 20 years between the Rules Compendium and the 4e PHB. I don't think the change in fireball wording introduced by the AD&D PHB radically changed the way the spell is adjudicated. I bet that, even back in the day when the spell description didn't mention objects, or in Basic or RC games where the rules didn't mention objects, the odd library or piece of furniture was still ignited by a fireball. As to why 4e would drop the AD&D wording and return to the more classic wording, I think this was for ease of formatting. Targets are specified as allies, enemies, or creatures to facilitate adjudication in relation to who is hurt by an attack. Objects, in this technical parlance, are a species of creature.

A further consideration is this - fireball does far less damage to a serious combatant in 4e then it does in earlier editions. The only creatures it is likely to kill, if dropped on them at the start of a combat, are minions. Whereas in earlier editions of D&D it is likely to be fatal to all ordinary soldiers, whether human or humanoid. This suggests that a 4e fireball is less destructive - whether for narrative or physical reasons would be up to a given group to adjudicate. This change in destructiveness also suggests that the adjudication of damage to furniture might be changed to be more context-sensitive (eg it would be odd for the spell to reduce a table and charis to cinders, yet leave the 5 gnolls sitting around the table unbloodied).

We saw this argument over and over with the Aragorn dream sequence suggestion from before. The same analogy should work for the little pixies that catch enemies on fire but not paper.
I can't imagine many groups wanting to adjudicate fireball in the way you describe, but if they do, what's your objection to them doing so?

If all that matters in your game is that fireball does X damage to creatures in Y damage then this is enough.
But what when the "flavor" of the spell, that it creates no pressure or ignites unattended objects does become important, maybe because of creative spell usage outside of combat (yes, I know, a strange idea) or because you really don't want to set the room aflame?

In prvious editions this was just another layer of challenge for the players. In 4E all this gets handwaved away as the player can simply say that it
happens.
Have you heard of page 42?

I come down on Imaro and Derren's side in this. It's been my experience that, if you don't give the flavour text any weight in action resolution, then the specifics of what the characters do in the fiction tends to get ignored.
My experience is that you don't need the game text to settle the flavour text in order for the fiction to be given weight in action resolution (although I don't think 4e, as written in the rules text, will support the sort of fine-grained fiction you seem to be looking for, like it mattering whether an attacker strikes high or low).

I think that game design that's challenge-based, puts the fictional positioning of the characters in a privileged position with regards to action resolution, and provides acceptable (if unexpected) results through action resolution needs to rely heavily on an impartial player - the DM.
I don't think anyone is disagreeing with this:

Just because the players (including the DM) get to decide what the in-game expression of the facts generated by the rules will be does not mean that the form of that expression is unimportant.
Does the power say that it WILL NOT affect any objects in the burst? No it doesn't. So the DM can decide what the power does outside of that narrow interpretation.

<snip>

In 4e, the decision is explicitly left up to the DM and players. A player can easily ask, "can I set fire to the room with the Fireball?" Then it becomes a matter of DM adjudication. The DMG also has wonderful advice for DMs when handling these "corner cases."

In my case, I know which one provides more flexibility, the one that puts the adjudication in the hands of the person that knows that table best, the DM.
What the DM says goes, just like always.
In my view, the key element of the game rules that interacts with ficitonal positioning is the keyword. Because there is no keyword for a high or a low or a frontal or a rear attack, these don't matter in the default rules. (Although whether a PC attacks from the front or the rear could be relevant to future matters like whether others treat him/her as honourable or not, either in combat or in a skill challenge).

But because there is a keyword for fire attacks, a fireball can set objects aflame.

I already saw this was partially addressed.

But come on...
Mocking the master/creator, who is dead (based on the example), or plausibly not within earshot?
Mocking Vecna/Juiblex, who is a god, who is not paying attention to something so lowly AND who can take it?
Mocking the shadow magic, which is a force and incapable of emotion? Why not mock fire to make it not burn you?
There are a few things to say here.

One, the dead can be mocked.

Two, I have no objection to a bard mocking a dead or absent creator, and this so weakening the magic of his/her creator that the skeletons, in their tiny minds, feel a sensation of weakness/dispiritedness/enfeeblement/ennui (take your pick!) and are less resolved to fight on. It reminds me a bit of Gandalf confronting the Balrog by mocking his dark powers as a Flame of Udun.

Third, you can't use vicious mockery against a fire, because objects are immune to psychic damage and to attacks vs will. I'd have no trouble with a bard confronting a fire elemental and mocking the fire as feeble or incapable in the scheme of things.

If the game involves bards as PCs, it is presupposing the magical power of words - as is evident in much myth. Vicious mockery - affecting things by the use of words that mock them, or relevant aspects of their history or creation - doesn't threaten my sense of (fantasy) verisimilitude.

So you allow bards to use vicious mockery on chairs? After all, the chairs are mindless and have no resistance/immunity to charms or psychic damage, and a cracked or exploding chair seems like a perfectly reasonable reaction to psychic damage
Chairs, being objects, are immune to psychic damage and to attacks vs Will.

I think another part of it is the 4E being very specific that the default rule is independant of fictional positioning.
What have you got in mind? Both the page 42 and skill challenge guidelines make it clear that fictional positioning is central to adjudication.

If anything, from the line below found in the 4e RC (The most up to date source for rules) 4e is empowering the roll of the dice as to how the power (at least spells) are described... Wow these books can be confusing and contradictory when it comes to Improvising with Arcana (Page 136)

-Change the visible or audio qualities of one's magical powers when using them (moderate DC)

Wow can these rules be confusing and contradictory when reading through 4e... I wonder why every other power source can reskin freely... but actual rules are given if you wish to reskin spells??
With my group, we assume that this is about concealing the glow of fire, or the sound of thunder - things that otherwise wouldn't be "reskinnable" because they track keywords.

Why doesn't the game encourage the DM *more* to do that, by listing fireball as causing x damage in a burst (with no mention of creatures).

<snip>

What exactly do you think is the problem with the above suggestion, and why do you think that 4E didn't do it that way from the beginning?
I've frequently posted that the game needs better guidelines, including guidelines that draw clearer links between keywords and ficitonal positioning - at present this is discussed only in the (somewhat auxiliary) rules about attacking objects, whereas the rules on keywords themselves only talk about mechanics-to-mechanics interactions.

The 4e designers wouldn't be the first ever RPG designers to write crappy guidelines to go with their rules, although they probably have less excuse, given (i) how well resourced they are, and (ii) all the other better examples they had to draw on.
 

There should be situations in which cold is better than fire as well as situations in which fire is better than cold.
Cold is better than fire (i) if you want to trigger frostcheese, or (ii) if you want to freeze water to cross it. Both have come up in my game. Whether this is enough of a balance to an "igniting" fireball will obviously vary a lot from table to table.
 

so you can't fault him for nailing down some sort of objective definition of what D&D "realism" would be.
Sure I can!
Imho, it bodes ill for a new edition of our beloved game if the guy who gets to write such a prominent column cannot get his terminology straight. I've had a bad feeling in previous L&L columns, too.

To me Monte just seems to be _babbling_ instead of actually carefully thinking about the game. It could be that he just doesn't have enough time to write something more meaningful but I think he's doing himself (and us) a disservice.

If a random poster had written that article here in an ENWorld thread with those wacky polls, he'd either have been ignored or torn to shreds (and rightly so).

I liked the column better when Mr. Mearls was still writing it.
 

There is a reference to sound, namely a low roar. People will play with that and wonder what the Listen DC is.
Good point, maybe the 3e PHB should have covered that. I wonder what it would be in 4e, as it provides the same information.

<snip>

the default is what is written in the rules, not something like: well, the rule says this, but just forget about it if you don't like it.
Exactly. But if the rule is "it effects creatures" and the DM has to decide (on a case by case basis) if it does anything else.

And I did change it (and now I finally know what "Rule 0" means, thank you:)). But in my opinion most people play with what the rules say. "I want my fireball to look like a dragon's head that flies toward my opponent", "No, it says here that it is a pea-sized thing, not a small dragon head, cannot do that". 4E encourages players and DMs much more than 3e to narrate their own stuff, to make the powers their own. Sure, the side effect is that not as many things are explained in the texts for the powers as there were in 3e. But I consider this a good thing.
Okay, so 4e says nothing so people must make up something to fill in the blank = good
3e has a rule (which you can change) = bad?

4E already covers the basics and more. It just so happens that some people want fireballs to burn unattended objects in the blast and want it hardcoded in the power description.
Some of us want less ambiguity. We want the choice not up the whim of the DM. "Hardcoded" into the rules means that if the DM changes it that both the DM and the player are aware of the change and that if they don't want it burning objects that it doesn't and shouldn't change on a case by case basis in the future.

Well, tough luck, I guess you have to decide that for yourself.
Emphasis mine. Exactly my issue.

And there might be special circumstances in any given situation when a fireball burns stuff, and later does not, or not all the stuff. Depending on the narrative and what seems plausible at the moment.
And I like that, I always have. And I have always played that way, but I do not have to argue about this anymore.

Special circumstances have always been included, as upthread they've pointed out - wet wood meant they couldn't set the barrier on fire. It is when there are no obvious special circumstances, but instead REGULAR circumstances and the rule changes because the DM decided that a fireball should burn paper this time but last time he didn't think of it or didn't know or didn't think he should because it wasn't in the rule's description. Not knowing the relevance on page 42.

I don't want to argue anymore either. I just want to straighten out some points. I can happily agree to disagree, if that's what you want.


Only because the 2nd ed PHB did the same thing.

I don't have the 2e PHB, but based on what was said I assumed it said Hercules was a fighter, not that all fighters are Hercules.

I can't imagine many groups wanting to adjudicate fireball in the way you describe, but if they do, what's your objection to them doing so?

I brought up the pixies, not because I've used them in that fashion, but because upthread someone gave that as how the text could be reflavoured and was said that it was an incorrect view.

There are a few things to say here.

One, the dead can be mocked.

Two, I have no objection to a bard mocking a dead or absent creator, and this so weakening the magic of his/her creator that the skeletons, in their tiny minds, feel a sensation of weakness/dispiritedness/enfeeblement/ennui (take your pick!) and are less resolved to fight on. It reminds me a bit of Gandalf confronting the Balrog by mocking his dark powers as a Flame of Udun.

Third, you can't use vicious mockery against a fire, because objects are immune to psychic damage and to attacks vs will. I'd have no trouble with a bard confronting a fire elemental and mocking the fire as feeble or incapable in the scheme of things.

One, the dead can be mocked "haha, you're dead!!" Check.

Two, it doesn't make sense the bard can mock a dead creator and in so doing weaken the magic they set in place. Put another way, how would it work if the bard mocked a sigil they left behind, or an alarm spell.
Two B, yes, Gandalf mocked the dark fire which gave the Balrog life - it in no way made the Balrog give up and go home, nor did it make him die from shame.

Third, I didn't mention "vicious mockery" when I said mocking fire. I was pointing out how silly it is to poke fun at shadow and expect a result, likening it to saying "fire you suck" and expecting it not to deal 1d6/round. Put another way, the shadow is an object and therefore immune to psychic attacks.
 

Into the Woods

Remove ads

Top