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.
Allow me to off topic for a moment and I'll wrap it all back. I had started
another thread about what it means to roleplay an evil PC and is eeeevil just a funny hat. Celebrim articulated it best:
In my experience, most people neither play particularly evil nor particularly good characters in the long run. Most players make considerations based on 'winning' the game, a very little else. This tends to produce a sort of casual brutality that most players don't dwell on much, and which doesn't really hit them much because they don't spend much time thinking of the characters in the game as more than game peices to move around. That is to say, you aren't killing orcs, you are 'killing' a miniature, or reducing down a pile of numbers. So conversely, most people playing 'evil' are not engaging the world at a level deeper than that either. It takes quite a bit to shock your average player - especially an experienced one - out of this mode of thought.
Substitute "evil" and "good" (above) with "unrealistic" and "realistic" and I think you can have the same situation with nods to realism, such as bards insulting skeletons to death.
For example, I dislike being around people who swear too much or have extremely negative attitude. Imagine being around a person so very negative and so very offensive that his distressing insults actually hurt and kill almost anything that moves (unlike the source myth where this talent is probably limited and used with discretion). Even worse, imagine
being that bard, imagine being that person who insults the universe, who knows how to push the buttons of any creature in order to devastate and kill them, and he/she does this frequently in every combat. I can't even begin to imagine having to put up with the sordid toxic psychological baggage this person carries around.
Many people don't think about that stuff, because they don't care to dig that deep in the high fantasy genre. Which is fine -- all fantasy tropes fall apart when you dig too deep. But IMO, equal opportunity has no place in the realm of plausibility. A sword duel to the death is cinematic and compelling, whether you're metagaming with miniatures or immersed in your character. An insulting duel to the death... not so much.
Bard A: You suck! (inflicts psychic damage)
Bard B: No, you suck! (inflicts psychic damage)
Bard A: Idiot! (inflicts psychic damage)
Bard B: Moron! (inflicts psychic damage)
Bard A: Your mother was a hamster and your father smelt of elderberries!!! (kills opponent)
Bard B: Oh, bon mot! I wish I had agreed to a duel of swords, but alas, you have slain me with words. Good bye, cruel world, good bye!
(please, not in my game, thank you very much!) I don't want to feel forced to allow a metagame rule like Vicious Mockery to dictate the fiction so heavy-handedly in my game world. I didn't sign up for that, so to speak. I signed up for a story that feels as compelling as the genre conventions, where bards are warriors with a sword that have some mysterious subtle tricks on the side, sweet words and treacherous whispers, and not loud powers being smacked around ostentatiously like an oversized baseball bat on almost anything that moves.
Previously, LostSoul wrote:
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.
So let's stop ignoring and give some weight to the flavor text of Vicious Mockery.
It's inspired by myths that bards could kill with an insult. What's evocative and compelling about this myth is that some ideas are so potent as to kill you, and that bards should be treated with respect, because maybe -- just maybe -- this one is wise and knowledgeable enough to know the exact thought that is deadly to your soul.
Give that flavor some weight, and you have nods to realism like: do bards know the insult that harms any personality or just those he understands which buttons to push? Can he effectively insult all fellow human beings, humanoids like giants, abominable demonic minds, non-sentient artificial minds, the higher minds of devils and gods, sticks and stones, and the fabric of magic itself? Must the insult be spoken or whispered to a single soul to direct its potency, or does the potency of the word dissipate like ink in a lake when shouted openly to many ears in a room? Is the victim harmed if he cannot hear? Is the victim harmed if he does not understand the bard's language? Do lethal insults always kill you in 6 seconds, or might it take a day or longer? Is this talent the epitome of bardish lore and only master bards are so gifted, or can any bard kill with a word instead of the sword? All of these and more are natural, organic questions about the process.
IMO, 4E, being oblivious to fictional positioning, asks none of these questions (not a single one). Neither do the DMs and players who must justify the powers on the fly. Thus IMO the game translates the myths very poorly into a videogame-y fighting action, converting rich myths into combat fast food, losing almost all the nutrients and flavor in the process.
When the game dumps all these questions of process and cause-and-effect onto the shoulders of DM and players, it's often ignored or handwaved away as an unwelcome or undesired burden, but even players who are genuinely interested in the process may a) not want the obligation unto themselves, b) be unable to come up with a subjectively satisfying fluff at that very moment in time, c) be digging themselves into a hole as their explanation becomes more and more elaborate to offset a domino effect on the game world (like with skeletons and oozes), d) have a conflict of interest -- do I play according to RAW or do I gimp my PC's success in favor of choosing and using powers "realistically"?
Thus, in practice, more often than not, I think the DMs and players avoid the very questions about nods to "realism" that the metagame originally offloaded to the group. I'm not saying those problems come up all the time in gameplay, but it's why I find a number of the justifications on Enworld to be so unsatisfying, incohesive, and, well, "unrealistic".
Because of those difficulties, I asked why players might not refrain from using powers "unrealistically" and there was a curious lack of answers (this is why I posted that other poll).
I know I'm not the only one concerned -- others seem to have an itch to ban the bard class or modify powers based on fictional positioning.
In the interest of compromise though, I think the solution is not to "ban" per se a class or power, but rather have the game system openly encourage every group to pick the classes and powers that mesh with what's plausible for their game world.
For example, in GURPs, I assume you don't have modern day soldiers and Viking warriors in the same party (unless the genre is a crossover genre), even though there are rules for both. Dark Sun doesn't allow all PC options.
So rather than assuming "everything is core" and always "say yes", D&D could contain various classes and various amounts of gonzo fantasy powers with
OUT the implied default that they should or could all co-exist in any one story. I think that would be yet another compromise between 2 opposing schools of thought.