In 4E, the fluff element of a power is separated from its attack/effect etc. entries. In my experience (and I recognise this might not be yours), players tend to skip over that line of fluff, and zero in on the stats below it.
I skip the flavour text in 4e too, but I don't know that I agree that the old-style is more evocative.I will concede that the old-fashioned way is more evocative, and that I invariably skip the flavour text when reading Fourth Edition powers.
This is why I don't find the old style especially evocative. Because it doesn't matter to resolution. To put it another way - they can make for an enjoyable read (like little mini-elements of a fantasy short story) but they don't make me feel especially excited about using them in a game.The second ability is a description of what's going on in the game world, and when you read it you think that way - what's going on in the game world. Even though it doesn't really matter to resolution.
I agree with this about Rolemaster - but in my view part of what makes that detail come alive is that it does matter to resolution.In Rolemaster I felt completely immersed by the incredible detail about the effects of wearing different types of armour in different situations and versus different monsters and weapons. D&D has some of that, but nothing like Rolemaster. I could feel the supple yet thin leather and the heavy but safe plates on my skin.
In 4e, what especially matters to resolution is keywords, and for me these are what make a power come alive for me when I read it - based on the keywords, what is going on in the fiction when this power is used? (Sometimes it's details other than keywords - for example, if an area burst won't work on flying targets, that means that it works by changing the ground on which the targets are standing.)
Rolemaster spells are like this, too - many of the descriptions are quite short by D&D standards, but they use keywords that make a mechanically well-defined difference to action resolution.
To put it another way - if a game element doesn't tell me how to make it's fictional colour matter to action resolution, the colour on its own isn't going to make me excited about the element in play.
I certainly agree that this is one sort of procedure for play that can make these descriptions matter to action resolution. It wouldn't suit my own taste for it to be the only way that it is done, but it can be a useful part of the overall suite. Although in a game focused heavily on "winning" by pushing the mechanics to the limit every time (in D&D you basically never want to roll with less than the best possible bonus) this sort of approach can also put a lot of pressure on the role of the GM.I wonder if other players notice a difference when you cast the spell during the game. I suspect most players say, "I use assimilate on the Picard; I hit touch AC 15 and deal 8 damage if it hits." Which would keep someone from knowing to ready an attack to slice those tendrils before they hit.
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